In another thread it was recommended that a channeller should get a certain amount of experience based off of what their heroes are doing on their behalf, so as to not gimp the channeller by keeping him in the city and using him for peaceful development.
Part of the problem is that right now you gain essence by leveling up. You level up by fighting. Therefore, if you want to have essence, you need to have your channeller out there gaining experience fighting. Every channeller becomes a combatant at that point, and many of your heroes as well, since once you gain the tech that enables them to acquire essence, all they have to do to get it is level up... which once again is done by fighting. This is where my point is made:
Only you, the channeller, should ever create essence. You acquire it in a steady flow that is fairly equal for all channellers, and completely independent of what experience level your channeller is. It is a finite resource, and choosing how to use it should be an important decision. Imbue your heroes? Imbue your channeller with it to make his abilities and stats more powerful (independent of level) (note, this might possibly be more efficiently done with items). Imbue items, to give them special properties and powers? Use it to make mines richer and more productive, or farms and orchards blossom? Use your accumulated essence pool to fuel a massive disaster spell which destroys most of the world?
These (and more, these are just examples), are all decisions for what should be a finite resource that only originates from your channeller, regardless of whether or not you have a high level combat channeller, or a low level research/governor. This would negate the whole requirement for you to employ your channeller in combat, or even level him up, while still making everyone competetive in their own way until the end game. It seemed like this is the way that essence would be modelled originally, but we seemed to have strayed from that path.
I for one think we should go back.