Thanks for the thorough listing. I decided to try it out, and it came off as mildly satisfying.
The factions are indeed improved, and both periden and magnar look really interesting (especially the latter, a cool and atmospheric mechanic). The rest are still lacking, though I suspect (or at least hope) they will get the same treatment. At the very least, it's going in the right direction. I would still like some unique troops for each faction, but maybe I'm just not a fan of "design your troops with researchable inventory (that's [mostly] the same for all factions)". Again, base stats for every race should be more varied, right now it's only +/- HP for two factions and one +Accuracy. We'll see.
Rampant creatures have been changed for the better too, I really had to dance around some overpowering enemies - and still got eaten by a disturbingly fast creature that came from nowhere. The main hero should get injuries too, I think.
Combat was my biggest complaint, and not enough has been done to improve it: while it is somewhat better now - there is information on %tH, retaliation mechanics, knockdowns, etc. it still is a game of whack-an-opponent. I'm not calling for Fantasy Wars or any other purely tactical wargame. Master of Magic wasn't one, wasn't overly complex but it encouraged at least some tactics (and cheese), and modern games should improve on that, not hopelessly strive to be only competetive. (and yes I know that in twenty years there hasn't been a game that could rival it, but at some point I hoped that E:WoM would and thus I'm bitter now).
Apart from the base fighting mechanics, which were maybe unintuitive at first but worked flawlessly, Master of Magic's battles had one thing that probably made them more interesting in result: they were much slower. Base infantry had one movement point and the space between both parties was, IIRC, six or seven spaces. In Elemental, most units can get to the opponent on the second turn, while any mounted already in the first one. That, and the fact that you cannot position your troops before the battle starts, makes positioning useless and the whole battle's a mess - not to mention the poor shooters. This can be fixed in a number of ways, the simplest ones being scaling the size of the battlefield to the size of armies (so that a skirmish between a peasant and a dog won't take too much time, while a full-blown battle won't be a total clusterfuck) and/or cutting some movement points.
Then there are other improvements to battles that I've mentioned in my older post, but those are more advanced and I have no hopes of ever seeing them. Shame.