1. Monster behavior. The player with "master scout" and all AI get a free pass. Master Scout should only apply to scouts and champions. Pioneers, outpost and Cities should "always" be attack near lairs, and once the offender has been removed the monster should settle back down.
2. Pioneer spam, changing pet peeve one should limit the effectiveness of spamming pioneers, without the need of an "artificial" limit. However pioneers still should be a trait which increase the cost of the unit and decreases its combat abilities.
3. Champions spells do not scale without more shards. A level 3 life mage should heal more than a level 2. I would like to see spells increase with both more levels and more shards.
4. Road builders, I would like to see an engineer trait which allows road to be built exactly where i what it.
5. The lack of ability to built fort cities in any terrain. Perhaps limited by the number of "towns" I have to support them, maybe one town equals one fort.
6. Lack of essences, this is a magic world every city should have the ability to have at least one enchantment. Either via a magic improvement or "naturally". If one "civ" could not access this one essence (as a racial handicap) it should give the "civ" a basic bonus in ether food or materials.
7. Three turn minimum build. Sort of defeats the purpose of a "producing city." Although I not opposed to a 3 turn per item minimum. Just let the excess production flow down the queue. After mass production is not just about decrease the time it take to make one item, but rather about increasing the number of items you can make at one time. In effect a high production city would have multiple build queues in one.