In no particular order:
* Outpost Improvements! Lets see outposts tied to a tech line, improvements such as - Garrison (free defenders), Tax Collector (for trade routes passing by), Propaganda Office (spread influence), Moat (better defensive bonus). Some of these improvements could be tied directly to the tech tree and empire wide, and others could be added individual outposts as an improvement.
* Champ Equipment! Generally speaking the equipment that is dropped is fine, just tie and restrict the drop rates to the level of enemies/quests rather than a general pool. Or have the general pool of drops linked to the number of turns of game time that has elapsed. Recently I played a game where I had picked up Plate on my Sov before I could even outfit my troops with leather!
* Paperdoll! We all want items tied to locations on our champs like every other RPG/quasi-RPG, so... lets have it!
* Basic Magic Attack! Give those "Path of the Mage" champs a basic ranged magic attack. Nothing too crazy, perhaps have it tie to Int, or perhaps the equipped staff. There is just too often where my mage units are just sitting round after round wishing they could play too.
* Mage Troops! We can train monsters (although that needs work), so why not train some apprentices, give them a basic range magic attack and perhaps a cheap buff/debuff spell, tie the spell they get to a trait and have it cost mana like any other spell.
* % Modifiers! Why not use whole number modifiers? "-25% tactical spell cost" Why not -3 mana cost on tactical spells? % based modifiers always seem to be more difficult to balance around, and as a player I find them to be less FUN. If a mage gets -50% tactical spell cost, then this runs the risk of making really costly spells cheap and easy to afford, this takes the special away from these bad ass spells, and makes them ordinary. Where a -6 to mana cost on all spells, makes common use spells cheap, while keeping the bad ass spells low use and big impact. (tactical spells is just one example of a % based modifier, I recognize there are a lot more in this game)
* More Heavenfall! Seriously dude, keep it up.
* More Range Units! Let`s get our hands on starter range unit. Let`s give monsters more range options!
* Monster Spawns! Those monster den`s should spawn armies to wonder around their territory. These monsters are territorial, I want to see them guarding their borders. Those same monster den`s should level up and get harder the longer the game goes on. These guys are not spending the years and years just sitting in a cave waiting for me to come smash face, I want to see some progress with all the time we give them. Make them the best monsters they can be!
* More City Improvements! I know the design team wants LESS buildings to build. But perhaps more choices and not being able to make them all in every city is where the opportunity for city differentiation comes in. If I have a bunch of buildings that can improve tech, but due to maintenance costs I could only afford those and no other improvements, then that makes for a specialized interesting city. If I want a jack of all trades city, then I won`t see the big impacts on one area of the game that a specialized city can give. I know in WoM they used building slots as a limiter, I have to go with Heavenfall on this one, more expensive buildings will make the choices harder.
* Give Monster`s More Abilities! I want to see the world fighting me with more than basic melee attacks! These guys are supposed to be intimidating, lets make them hurt! Maul scares me... I like that.
* Resource Limits! Rather than X resources generated per turn, give me Y number of resources per controlled resource node. I have a mine, rather than 1 metal per turn, give me 20 metal to spend across my empire... I just realized how much that`s like Civ V... but in that game, strategic resources really matter. In this game, resources aren`t even a stumbling block.
* Please help the AI, double kill is killing them!