Less HP from level-ups. Less level-ups (with maybe some quests where you gain a lot more experience). No cannon-fodder champions. It is easy to fight the harder monsters, because you can hit with your super-units, while your not-so-good champions are there to take the blows. If they die, no matter! They are instantly back with no long-term effects.
While the world is now interesting, I would like it more if you were really surrounded by the world, so that you would need to break through the monsters, not just circle them and pick the monsters you can fight and get all the nice items there are in the world. Nice items should be guarded. So, in my opinion the world should be even harder when far away from your starting location, and have less loot accessible early on.
The harder monster should have even more defense / dodge as they do now. You can pretty easily kill them by having multiple champions (and thus a lot of renewable HP) because your hits still hurt them pretty badly, while the enemy probably needs still 2 hits to kill (temporarily) one of your champions. Champions maybe would need to be more item-based, not so much level-based, and the high-end items would only be available from the late quests. Thus, more idea for quests, and less deadly champions early on.
The game is really promising, but there is a lot of balancing needed. I like to play it, but it is pretty boring to play it competitively. Get some champions, get them to around level 5 and game over, because after that it is too easy to just pick your fights and level-up them until they are unstoppable. At that time I can perhaps already build spearmen...