I used to play Master of Magic for months at a time, game after game after game.
I've played the Fallen Enchantress Beta for about a week and am bored. So I'm going to try to identify things about the game that make it less than entertaining. Here are two.
1) No variety. The races are about 97% percent identical. The units only vary by what weapon they use and how many of them there are, and this is in spite of being able to design custom units. Spells are acquired without effort in a predictable order, and are either useless, too expensive, or essentially identical (more on this later). Heroes do nothing special, and fall into one of three underwhelming categories. Aside from the differing maps, every game is the same.
Possible Solutions:
a) Make the races more diverse, and meaningfully diverse. If they all look the same, play the same, and have the same units... They're not interesting.
Make it possible to design units with special abilities, and with differences that are more than just adjusted stats.
c) Research spells independently.
d) Rebalance magic (see below)
e) Give heroes special abilities.
f) Different technology trees for each race.
2) Magic is broken. Spells are expensive and don't do enough, plus the paucity of mana is debilitating, even when it's set to be plentiful at the game's start. Let us say that I want my sovereign to be a mage. One of my basic combat spells costs 10 mana and does about 6 damage. Since I make about 2 mana per turn, that means every five turns I can fight a single low level wolf. In my last game I controlled about a quarter of the map and was making 15 mana per turn. My fire spells were more powerful too, doing an average of 14 damage. But by that point of the game, being able to do 14 damage was even less useful that being able to do 6 damage at the beginning. And of course by the point I also had a few heroes. As I've mentioned in previous posts, melee/archer heroes just can't compete. Caster heroes fair no better, because using them to cast spells creates an unsustainable mana drain. Again, this is with mana set to be plentiful.
Possible Solutions:
a) Make spells cheaper and more effective, while mana is also more available.
Make spell power less dependent upon the number of associated shards
c) Give each hero his/her own mana pool.