INTRODUCTION
If I scattered my thoughts about the 50 gajillion topics, I would lose track of them. Ergo, I shall hurl them thusly upon this single topic to maintain some semblance of my sanity as I collect my thoughts.
I will be selecting issues and complaints, both by others and my own, and then attempt to come up with efficient and elegant solutions to these problems. Should I select a problem that another has brought up, I will credit them and link to their post so that you may read up on the topic as desired.
I truly hope these solutions help make the extremely enjoyable (and horrifically time consuming) game even better! 
ISSUE #02 - Weak Sovereigns/Champions Late Game
Original Topic: I feel like I read this somewhere before, but I spent 20 minutes looking for it and couldn't find it.
SUMMARY: As the game progresses, Sovereigns and Champions can be taken down by a single lucky hit from darn near anything. In fact, I have found them to frequently be the frailest part of my army. I want a Sovereign that can truly lead my troops in battle, so long as I'm smart about it, rather than one who cowers in the rear and hopes the opposing archers don't notice.
SOLUTION: I believe the problem here lies not with the combat system, but in the level-up system. Frankly, my level 8 Sovereign just doesn't have enough health. Therefor, we increase the health of our Sovereigns.
I suggest the following formula (CON/10)*(5+(Level*HPG)). HPG = Health Points Growth = 4.
Let's look at 2 examples:
Level 8, CON 15 = (15/10)*(5+(8*4)) = 1.5*37.0 = 55.5HP
Level 5, CON 20 = (20/10)*(5+(5*4)) = 2.0*25.0 = 50.0HP
Now the tricky part. As a biproduct of this, HP related items potentially lose usefulness (adding +1 to HP doesn't matter when you've got 60 HP, though it doesn't really matter when you've got 20 HP and take 40 damage anyway). I suggest we divide their values by 2 and then add them to that equipped Champions HPG. So, a +1HP item will now be a +0.5HPG item.
Let's look at the same 2 examples as above, but now with the bonus item! Math time!
Level 8, CON 15, +0.5HPG Item = (15/10)*(5+(8*4.5)) = 1.5*41.0 = 61.5HP
Level 5, CON 20, +0.5HPG Item = (20/10)*(5+(5*4.5)) = 2.0*27.5 = 55.0HP
Because items scale somewhat, they won't suddenly become useless.
ADVANTAGES: This allows Sovereigns and Champions to take a more active part in battles, especially late game, which I think is a big draw of this game. You don't have to devote points to CON if you don't want to (and you may not want to, especially if you are a caster), but now those points really mean something and if you play your cards right, may your sovereign can actually take a hit without dying!
ISSUE #01 - Unwanted Troop Templates
Original Topic by hatredcopter: https://forums.elementalgame.com/396428
SUMMARY: Troop templates clutter up the unit production window with unwanted unit designs.
SOLUTION: I believe the best solution to this problem comes in two parts.
Part 1: We add 3 tabs to the unit production and unit design screens. These tabs are as follows:
- ALL (Default) - This displays all units, both user designed and templates.
- TEMPLATES - This displays only the pre-built templates, based on your researched techs.
- CUSTOM - This displays only user designed troops.
Part 2: Tab Memory
One you have changed your tab in each screen, each and every time you open that screen, it will default to the tab you previously had selected.
ADVANTAGES: Think of these as filters that allow you to see the content you want, while still allowing all the content to be viewed without going through several screens of options. This also means you can select a pre-existing template at any time as a starting point for a custom unit by simply clicking on the TEMPLATES tab.
CLOSING THOUGHTS
I will continue to update this thread with additional issues as the days and weeks progress. As I play the game more and learn more about it, I may also see cause to amend old issues as well.
My sincere congratulations to Brad and the rest of Stardock for creating a great game and fostering such an idea-friendly community.