1)The game does not communicate well what Stealth versus See Stealth does. Unlike Power versus Saves which is nice and clear, it's really hard to look at an enemy and say 'can they see me'. Sure, if they have 150 see stealth they will, but if they have 35 see stealth versus 109 stealth, I can't assume I can travel up to them and kill them because odds are actually really good they will spot me and launch an attack on the way. While this isn't unfair (I mean I sneak around and murder hundreds), it also isn't predictable. I can't look at the numbers or talents and get a good feel on whether stealth will work, only when it certainly won't. Basically the value of 1 or 5 points of stealth or see stealth is very opaque.
2)Unseen Actions is strong when it works, but also fails at weird times. I've got to guess that it actually checks before the action is taken rather than after, which leads to the weirdness: 1 enemy by itself in a corridor, kill in one hit...and stealth is broken, despite nobody else being alive to see it. If it should be weaker, that's one thing, but it really should check afterwards because having stealth broken by a dead enemy is just weird.
3)Enemies often seem to know where you are even without any message that they caught sight of you, or possibly after catching sight of you once, they continue to know your location. I'd have ones that caught sight of me in a horde follow me for a dozen turns, through doors, into different rooms without ever catching sight of me again, basically acting as if they had perfect awareness of my position. I actually tested it explicitly in Vor Armory, letting an enemy catch sight of me once, then hightailing it at high speed (while still stealthed) all the way through its weave of rooms, getting more than 11 squares from the enemy with corners between us and multiple routes I could've taken... Enemy totally continued to follow, treating it as a known. Basically, the AI is not only getting to occassionally get a clear glimpse, and react to it, or guess at positions I could go, but seems to be getting a permanent 'I know where you are' once they've gotten a minimum spot through. Sure wish it worked that way for players!

4)Stealth as a system seems to depend a lot on a hidden stat of luck. I actually know I have pretty high luck since I'm playing a Faerie and they have a talent that shows it, but I think by having it be a meaningful calculator on talent, it seems about time for it to become at least a visible thing on the character sheet.
5)A side effect of stealth being hard to read is from the non-stealth side, it's hard to get a read on what is needed to protect against being stabbed by orc assassins. This makes it hard to quantify 'are these perception skills worthwhile/needed', 'is a cunning bonus to spot stealth enough', etc, and basically leaves Spotter skills an ambiguously weak part of a build. They may be important, they may not, but it's hard to get a read on just how much value they may or may not add. Having not looked at the source code, it makes even the passive abilities unclear.
6)The 'they're there/they're not' spotting setup on the same action is enormously confusing as a new player. Hardily encourage having: If my character sees them this turn, they're there. If it doesn't see them, they're not there, over "they are there for 5 seconds, and then vanish" or "They are not visible at all, but my character totally knows where they are and will autotarget them happily enough from 7 squares away". Basically, if the information is available to the character to make auto-target resolutions with, then it should be available to the player looking at the screen. It may be a bug, but it's hard to tell and definitely makes invisibility and stealth enemies very confusing.
Suggestions:
1)There's some formula, possibly involving distance or luck. Please put it in See Stealth and Stealth descriptions, so folks can get some intuition on whether or not stealth or perception will work and how added points on either add value. Right now it's always just 'high is good' rather than being able to say 'there's no functional difference for a 30 see stealth enemy between 51 and 100 steath' in the way we can easily do that with Power and Save.
2)Unseen actions should get checked last, rather than first. It may also relevantly deserve a nerf on its value there, but it shouldn't fail if at the end of a turn, nobody is alive to see you.
3)Don't change visibility within a turn boundary. For both a player and a character, an enemy should either be visible in a given square (Possibly with indicators they're stealthing or invisible) or not. If a player can't see the enemy, then the auto-targeting shouldn't either, and vice versa. Basically, Either we saw the enemy and they're in that space, or we didn't. If this is a bug and not by design, then it's one that just makes stealth/perception play that much more confusing in particular.
4)Add luck to the character sheet so its visible. There's certainly an enormous set of items that modify it positively and negatively and talents that rely on it being high, so it seems weird that it's not reported.
The Enemy AI always knowing where you are seems like a deeper issue that may have wider implications and so I don't have a clear suggestion for that other than the silly 'Don't give enemy super radar sense' which sometimes is totally necessary. Maybe just if they fail to see you the next round they don't update their tracking of where you are?