I do feel that winning through spell of making or quest of mastery is too unilateral. Magical interference with the opponent's spell of making? Basically this would change the spell to work like the economic victory condition in Alpha Centauri (which worked well btw.)
I think it would be sensible if the adventure quest sent you into other faction's territory, often into warring territory on the other side of the map- and everyone else knew where you were trying to go to and would try to stop you (to include AI)
of course, this would probably be TOO harsh on our poor adventurers, so let's give them some stealth abilities to compensate, and make it so that the specific location is only known to the faction that has to go there- everyone else just gets a general idea. It might also be interesting if there was a way to support the hermit in his "heroic" efforts to oppose our erstwhile adventurers. Maybe a donation of mana could power up his forces? It's sad when a sovereign and his dragon pet crush the final army in blaze of glory. It should take at least one good army to win.
On a completely unrelated note, it would make the game more strategically interesting if teleport zeroed you movement. (thus stopping a teleporting champion from killing multiple enemy stacks a turn- even allowing victims to run away while other groups advanced if they are balked. Teleport would still be very strong, but it would really limit the power of one super powered stack.)