One of the areas that need improvement in FE according to the the GameSpy preview was tactical combat.In particular they mentioned that combat was to simple and involved little tactics. As Xia said lower bow ranges would help. More tactical abilities would also help make things more complex, interesting, and make the races more unique. The AI is also currently smart enough to use them well.
Quendar Breath: Available to all Quendar units. Allows them to breath fire to do (2 * unit size)+ 1 per fire shard and +1 per level fire damage, with a range and cooldown of 4. Currently the Quendar blood trait could be boosted anyway.
Wraith Blood: Instead of healing 3 hp per kill, which is useless, it should just give 25% health drain. So they heal for a quarter of the damage they do. That would make them very unique.
Hunting Net: An item tied to Master Scouts that would allow units to throw nets that act like spider webs and stop movement for several turns.
Throwing Dagger: Changed to do 75% of a units normal damage so that it will scale and actually be useful.
Berserkers: Allows Trogs units to cast Berserk on themselves.
Fire Bomb: An accessory unlocked from the magic tree. A weaker troop version of Bottled Fire for units, has short range and can only be used once per combat.
Healer's Staff: Allows a unit to heal an adjacent unit for a small amount of health.
Shield Bearer: Adjacent friendly units gain +3 defense.
Conduit: Allows Amarian units to unleash the shard power stored in their blood. Removes the bonus they get from shards but does shock damage equal to the number of shards they control to all enemies surrounding them. Can only be used once per combat.
Altarian Blood: On level 5 units can select a trait from a list including attack abilities like double strike or bash.
Stubborn: Once per battle Ironeer units can heal for 25% of their total health instead of attacking.