Reap the essence apart from maximum mana. Essence is better off playing a role of "wish points".
Let maximum mana be based on wisdom.
Agree on these two, totally. I already explained why here, and will move on now. (Except to say that Essence works pretty well as your imbue/big spell/enchantment slot stat, and something that you can't buy back if you use it. IMO it should go up by levelling up, but that's it.)
Split mana into types one for each shard and one "independent".
Allow shards to have multiple types to choose from. Let them increase Regeneration of associated mana types.
Introduce "Mana beacons" let them handle summoning limits and independent mana regeneration.
3. Mana types.
Mana pool is split by types.
Various spells need different types of mana.
More than one type of mana may be needed to cast a spell.
The cost in every particular mana type has to be taken from mana pool of that type. Cost don't have to be equal - Some spells may be more taxing on one mana type than on another.
This I don't agree with. Caster sovereigns would then need a shard to do much of anything, and multiple ones to be effective. As it is, too many spells already need shards (stuff like Fireball shouldn't, and IIRC they're going to change that).
Shards should only be needed for the big things.
4. Shards.
A single shard may contain several types of mana.
A shard can be more effective for one type of mana than for another. (I recommend fluctuations between -30% and +30%)
When harvesting a shard player has to choose which mana type to harvest from the shard.
Late game upgrades may allow to harvest a second type of mana from the same shard or to harvest more mana if the shard only contains a single type of mana.
Some spells need certain number of controled shards attuned to specific mana types. More than one type of shard may be needed.
Shards replenish mana pools of the type they are attuned for for every spellcaster in kingdom/empire on daily basis.
Amount replenished depends on effectiveness of shards with the type they were attuned for.
Regardless of existence of shards every spellcaster possesses every type of mana and replenishes at least minimal amount of mana of every type every turn.
5. Independent mana.
There's a type of mana not associated with any shard.
It it is attracted by mana beacons and can be harvested using them.
Mana beacons can be constructed in settlements of hight enough level.
Only one beacon can be constructed per settlement.
Mana beacons replenish independent mana pool for every spellcaster in kingdom/empire on a daily basis.
Regardless of existence of beacons every spellcaster possesses independent mama and replenishes at least minial amount of it every turn.
Mana beacons also serve binding function allowing summoned creatures to remain under control of their summoner.
The more beacons kingdom/empire has available the more creatures can be controlled by the summoners of that empire/kingdom.
Some creatures may be harder to control than others.
If at any moment kingdom/empire does not have available amount of beacons required to control all the creatures it's summoners have summoned creatures start randomly escaping control and going berserk until there is enough beacons to take control of all creatures that have not yet gone berserk.
If at any moment kingdom/empire does not have available selection of shards required to summon any particular creature it's summoners are attempting to control, such creature escapes control and either vanishes or goes berserk.
Late game upgrades may allow stronger beacons that replenish more independent mana and offer easier control over summoned creatures.
Familiar does not share the same mechanic as other summons.
It does not need a shrine.
It shares HP pool with it's master but does not share mana pool with him/her. Damage/healing dealt to one leads to damage/healing being dealt to another. Death of one leads to death of another.
There may be more than one type of familiar.
Familiar can be freely summoned and unsummoned.
Familiar can only be summoned by original sovereign or his closest successor (the one that inherits his essence) in case the original sovereign is dead. Only one familiar can be summoned at any given time by any given sovereign.
If at any time kingdom/empire does not have available selection of shards required for summoning of currently summoned familiar, familiar is unsumoned.
Since I don't like the different mana types, I don't like these either. It seems to me to be more complicated then is necessary to solve the problem. Shards *could* boost your mana regen rate, I do like that idea.