Just going to come out swinging. I understand this was a server test however I will also give my impressions on what I was able to play.

Customization

It was refreshing to see how much we could customize even though we were behind a locked portion. Head to Toe. Weapons and Shields. Attack vs Defense. It was there.
My only complaint is that of the colors. When choosing a color we can't choose our symbols color. Some palettes completely hide our unique symbols or designs that we choose. Defeats the purpose of having a bunch of stuff to choose from.

Modes

1 v 1 and 2 v 2 pretty much straight forward. So I'll ignore those and go right into our main PvP focus, Dominion. At it's base it's capture and hold. A and C give bonus points per second if a team member is guarding it as well as heals you. That works. However, B is a lost opportunity. You clear the wave. Gain some EXP to unlock skills and leave it. You don't get healed for owning it nor do you get bonus points for guarding it. Attacking and Defending teams have no special purpose. Your intro to the game would tell us otherwise. Waves of soldiers clash in the middle for nothing. So B is a generic dynasty warriors feel. It needs to feel special to hold and to fight for. Perhaps an unlock of something? A team wide skill or a debuff. It needs something other than dudes to kill.

On a side note, I hope there are more game modes than just what you have listed hidden away. The 3 modes will get dull fast. Even after 4 days of playing dominion, 1v and 2v I was looking for something more. Single player doesn't count for multiplayer content. Seen someone post otherwise, was baffled.

Classes/Heroes and it's Tutorial

I'm just going to go out and say while I played for all the days the alpha was held I don't think I have enough time invested in to really give a conclusive take on what needs buffed or nerfed. That said, if you're looking anyway to what I felt lacked I can provide it anyway.

Out of the 3 Vanguards I feel Warden is the most lackluster. It's the only one who doesn't have an unblock-able and it's skill unlocks are sub par compared to what the Kensei or Raider get, even right out of the gate.

And while 1 out of the 2 assassins were more troublesome I can't say if it's because deflecting is extremely easy for a free hit or if it's because I need more practice. I will say however, dodge to attacks feel way to strong. They don't take a whole lot of stamina away to perform it. I had one player spam it on me and I felt frustrated not sure what I could have done. Rolling over my back, deflecting my attacks into a dodge attack, it was scary.

Conqueror is bae.

I think the overall problem was that I couldn't learn and practice the full move set on my own. I needed to do bots or real people and while the tutorial in the hero screen gives you 3 videos to watch it doesn't let me put in real practice right after I learned. So when I to apply what I watched it was easy to become frustrated on "why didn't this work" or "I thought I did it correctly". So practice mode/tutorials need some love.

"Servers", connectivity and frames

For the most part it held up great. For the majority of my play time I didn't come into problems with it. However, when I did, it was bad.

First up. NAT type issues.

You can copy/paste all you want on port forwarding or any other info you have for suggestions you want. The problem is on your end, Ubi. I'll explain. While, majority of people got to play, some didn't, my brother included. We tested our NAT types through the play station test and we both had NAT type 2, however, your game states his was type 3 or red.

To make sure it wasn't us, I did follow the forum posts suggestions, even player suggestions. Worked with my ISP. Did some easy port forwarding. Nothing.

We then tested other games. Rainbow 6, Division, Destiny, Dark Souls and COD. All worked and played together flawlessly. That left us to believe the small portion of players who were affected could not play to do a system bug on your end. Sadly, if your QA team can't recreate the bug some of us encountered, it may not get fixed.

Peer 2 Peer connections.

It's hard to like this. I understand it's cheaper and it might be why you went with it due to For Honor being a new IP. While I don't play on PC, I feel bad for each player that has to play on P2P on PC. The potential hackers scare me. Anyway, I ran into a lot of host migrations and player recovery while playing. Someone doesn't have the greatest connection, players pay for it till they D/C or the match ends. Sometimes it doesn't resolve itself and the match just ends. Sometimes at the start of the match or when you're just about to win/lose.

With a game so focused on precision and tactics, if the player can't fully control the character to do as he/she wills it, they won't enjoy what you've created. It needs to be fluid and controllable.

There was times where I go to block and it doesn't register or I will go for the hit and the weapon goes right through them with no DMG taken(No they didn't dodge, they stood still). Unrealistic as this next part will sound I hope for the next alpha you will consider using dedicated servers to test the difference for your player base as well as at home base for you guys.

Framerate

Easy-peasy one. For the most part it was a steady locked 30 frames. The only issues I had were on the rainy map at B with both teams fighting as well as the NPC's fighting.
Other than that, pretty solid stuff.


Overall

Overall, I'm happy we could to participate in the alpha and get a feel as to what's being worked on and changed. I know from the last T.T we didn't even have a revenge meter. So I know stuff is being added/taken away with each test on what you want to focus on. I also understand that my whole post may be for nothing as for the very thing I just stated. Maybe there are tons of modes. Maybe B is a magically place.

Regardless, this is the information I give you. For Honor Dev Team, Ubi and it's players. Thank you so much for the chance. I hope at least something from my post helps someone out.