Quoting Cruxador, reply 21Uh... So you're saying "it's often just fluff, and that's bad" and then saying "I don't need crunch". So what the hell do you want?
Are you misunderstanding on purpose? I say the gameplay adjustment of having height differences is meaningless to me, and the AI would have a hard time with it. So I don't feel there's any point in wasting resources to do it.
If you say 'height differences is meaningless' to you, you really miss the point. Try 'Final Fantasy Tactics' or the Disgea Series, play some FPS, or ask why snipers like tall buildings, this may tell you why height provide more tactical option/variety. It will make the customizing units more meaningful, initial positioning more meaningful. How about ability to attack from 1 tile behind (if at the same height) with long spears?
I have not asking for many levels of height level that makes it look Minecraft. I just ask for a minimal of 3. The level B acts as the stairs to your own castle in a tactical map. I don't mind having 4 levels (or even more), but the utility of having 4+ is less than the first 3. 3 or 4 is really enough for our purpose, but programming wise it should not be much difference to Stardock once it exceed 1 level.
In another screenshot, I see that graphics of having different height levels is a non-issue for FE. The gfx engine support it.
The rules governing height should be easy for any one to grasp, yet providing way more depth of play. The programming of rules should not be hard for SD to implement. It is the design of rules/change of units/change of balance that require their resources/time. And then the AI.
AI need to understand these rules. They need to have good pathing code. They need to have an understanding of 'soft' choke points due to the implementation of height (we now already has 'hard' choke points as indicated in OP's map). Some spots are more valuable than others. Some unit should go to high places. Will height really give Frogboy an AI challenge? I doubt that.
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Put it another way, what aspect of FE tactical combat we currently know really excites you?
The initiative system? Really? The obstacles here and there? Really?