Sovereign creation is boring. My apologies if I sound negative but I honestly feel creating your avatar does not yet quite match other games of the genre. And I think I have a pretty good idea why.
1) Level of customization
The game is War of Magic so the main emphasis in Sovereign creation should be just that, magic. If I want to create the Icy Witch of the North who will bring eternal winter to the lands... can't do that. She won't be able to do anything lady Procipinee the ultimate generalist wizard isn't capable of.
If I want to create an Infernal Lord of the Underworld specializing in Fire and Death magic.. can't do that. The only thing I can do is check the Book of Fire. There is no way to further specialize in Fire to make this Sovereign special. Death magic can't even be picked because it is race specific. So I am forced to play as the Fallen and again, no way to further specialize in Death magic at all. And knowing Death magic = Life magic is just.. meh. They should be polar opposites with appropriate spells instead of having the Arcane spells in them. Arcane spells deserve a school of their own you can also specialize in.
The inevitable comparison comes from MoM, where you could in fact create an Infernal Lord of the Underworld with a heavy focus on Chaos and Death magics and the Infernal Power perk. So EWoM is a step back in that regard, currently.
Suggestion: Have all spells belong to one of 7 major domains and let players choose their domain focus in Sovereign creation between Fire, Ice, Air, Earth, Life, Death and Arcane.
2) Backgrounds and lack of magical Talents
While backgrounds are a nice touch, I find most of them rather uninteresting. Miner? Yawn. Bard? Yawn. I would rather think my Sovereign was a very special individual from birth, destined to be a king who did not seek a mundane trade like miner. Backgrounds like Warrior or Wizard on the other hand help build the image of the Sovereign. But I feel the more mundane backgrounds diminish the Channeler / War of Magic aspect and hurt the immersion factor. When the Channelers discover their gift why would they still want to pursue being a miner??? Mining, merchant etc. bonuses already come from factions and that is where they belong.
Talents are also pretty mundane. Magic related talents are mostly missing. Things like Fire Mastery, Infernal Power, Divine Grace, etc. could go a long way to strengthen customization. I guess those are already on their way though?
I would also like to see a choice of focus in different types of spells here: Battle Mage (damage/healing spells), Conjurer (summoning spells), Enchanter (lasting effects) or Archmage (everything equally). It would be a nice secondary magic customization option after choosing your powers. More of this in my long post about the magic system in the Spellbook thread halfway down here
https://forums.elementalgame.com/385974/page/2/#replies
3) Core stats
Str 11, Dex 13, Con 12, Int 14, Wis 12, Cha 12. This screams average in every aspect. Not very exciting. I'd still much rather have these as perks like Mighty/Weak, Brilliant/Stupid, Tough/Fragile, Swift/Clumsy, Charismatic/Uninspiring etc. If there is need for more advancement I'd take Might, Greater Might and Epic Might instead of the uninspiring numbers.
If the stats are a must, instead of 10 they should rather default to 1. This way there would at least be a clear difference between General Carrodus with Str 5 compared to lady Procipinee with Str 1. The numbers would have some actual information in them with the general being 5 times as strong as the frail sorceress.
4) Equipment
Decent equipment should come according to background pick. Weapons and armor should have Str/Warrior requirements so that all Sovereigns won't end up with the heaviest gear just for the bonuses.