oh already made an airjum out of joy....version 9.15 was released some weeks ago!
just look in the FE Beta subforum and you see many backdating threads and posts about it!
but yeah...there are some prette great improvements....but in my opinion they should add a little bit more variety to the factions (as they already hinted in the changelog...i think
). one special unit and one faction ability on the paper are interesting but not uber-great differentiations....but they are a good start!
research also still needs some (big) love. it needs more to research, especially in the warfare-tree, and a better branching & order. i mean, why are simple swords mid-endgame items?! why don't let the player research all the basic armor, weapons & stuff at the beginning and later on let him decide were he will specialize or at least in which tree-branch he goes first. for that we need more weapons / armors / items general and some other clever things
. one idea would be to also be aible to research certain unit abilities.....i mean...why not.......make them like "a martial art skool for swords / maces / etc." or give the player the ability to research buildings which enhance the strength of their soldiers, thus giving the player more things to research and on the same note more meaningful choices, also for the building order.
one important point, which i personally am i little disappointed until now at least, that the faction have a little to none variety regarding recruiting fantasy / mysthical unist (like the golem / juggernaut). i mean the unit designer is great and with increasing number of abilities and items there will be even more time spend.....BUT....it's a fantasy 4x strategy game....therefore i hoped to be able to recruit some more units like ghosts or other creatures.
just my (many) 2 cents