One thing I'd like to see in this regard is some more magic techs along the lines of Book of Winds, which would unlock specific spells from strange schools.
An Abjuration tech might unlock spells like Raise Resistance, Lower Resistance, and Magical Mail (all tactical/strategic spells)
Advanced Abjuration might be expensive , and unlock Absorb, 250 mana spell that disables spellcasting for a unit, but grants it 90% immunity to single-target tactical magic, and Overload , 50 mana, 1 turn does INT/2 damage, and has a chance of dispel Absorb for INT*2 damage or something along those lines.
As a minor change, I'd suggest changing the name of Book of Winds, because it sounded like, and I assumed, that it was advanced air magic, and wondered where the advanced fire/water/earth magic was.
I understand why Derek dumped the spell researching from the game, but I think having some non-elemental spells in the game that can be researched is a good thing, if only to aid folks who got unlucky on the shards. Then again, it does lead to potential AI abusing.