SNOWTheGameAnimations require complex code setup to make it as good as you see in other AAA games. We have 1 programmer and no full-time animator so we can only make tweaks and improve the animations over time. The 0.9.0 update will have a lot of animation improvements, but don't expect the same quality as you see in Battlefield 1.
What issues do you see with the controls? They're not perfect, but compared to the games we're inspired by or competing with, we don't see that as one of our main weaknesses. 0.9.0 will also include some improvements in handling and grinding.
I know animations require complex setup, but they're really not
that hard with a decent IK rig and a solid maths grounding.
The controls, once airbourne, are sluggish and unintuitive. They don't resemble the way skiers move, and they don't produce results that mirror the way skiers spin. It's not that hard - a skier in the air approximates to a gyroscope, and the physics surrounding them is very well defined, so it really shouldn't be hard to implement.
There's a school of game development that (thankfully) died out in the early 2000s, which I think snow falls into. Developers would provide a 'physics' based game with very simple, flexible, and unintuitive mechanics, in the hope that players will combine the few mechanics in creative and imaginative ways to achieve desired results. While some dedicated players did this, the vast majority of players felt they were fighting the game more than anything else, so they left.
For example, imagine FIFA without pass assist. Some players would enjoy the extra accuracy they would get with practice, but 90% at least probably couldn't be bothered.
With snow, I always feel like I'm fighting the mechanics. I know that I can do a flat 5, if I press the correct buttons. I can get something like a cork, and I can do an overflip and an underflip pretty easily. Anything else? I just can't be bothered to figure them out.
Read about the maths of off-axis rotations, them implement them. Start by hard-coding things in a way that it's virtually impossible to fail (press a certain button to do a cork 7 or flat 5 or whatever), then build a control system around that, then implement failure.
That's how skate's controls were made, and if their controls weren't so good I wouldn't have spent nearly as long playing it.