One of my favorite Champ acquisitions is the Wildling Shaman dude. Turnabout is fair play with that spell.
That being said, I don't have a problem with the spell per se. As other posters have already mentioned, going in unprepared against a Wilding Shaman, or with wounded troops, should have consequences. As such the Wilding Shaman isn't on my OP list.
However, IMHO there is a general disconnect between game balance overall and balanced combat values. The Stardock guys and others here have tried really hard to balance other parts of the game, and have tried to balance the 'current state' of attack values and such, but a Champion that gets a high power weapon in the early game can really destroy any semblence of balance between units of opposing factions. And if you end up with that stack of doom in the early game thanks to a few lucky acquisitions, well the AI is hard pressed to cope with that...
My issue here isn't the rare weapon, it's the jumping from say an attack of 9 to an attack of 22 (or even higher) in one go. Due to the way Attack Versus Defense is calculated, this really underscores the comment you've heard before about glass cannons.
I think that overall, the spread between low power weapons/attacks versus the higher values is just a bit much. Triple the attack value actually results in a much stronger attack strength than you'd think just looking at the values. While this does speed up combat (essentially the Overpowered unit goes hog wild striking down opponents, until the enemy gets a chance to take him out, assuming they ever get the chance), I think it doesn't help balance much.
This was something a few of us tried to address during the E:WOM days, before essentially dropping the ball. Sure, weapon versus defense balance is much better now than it was, but I don't think we are quite there yet, as far as balancing early game/low level attacks against the later game/high value attacks. The tech tree looks better in this regard (anyone remember the 46 Attack hammers or whatever from the old days?), but I'm just not feeling a true 'balance'.
This wouldn't be so important if this game was 'adventure' oriented instead of 4x oriented, but where we've spent so much time trying to 'balance' the game in other regards (research accumulation, population growth and such), well this just seems like an outlier to me.
I actually do still have this on my to do list. While I can't speak for Kenata and the others from back in the day, at the time I kinda gave up because the game kept changing significantly between patches (minor changes, but going from say individual mana to global mana for example is a HUGE change). 1.0 EWOM is a completely different game than 1.4 EWOM, even if you take crashes out of the equation.
The one thing I can say about E:LH is that the mechanics changes I'm seeing now (encumberance aside) have been minor in comparison, with the 'current state' being preserved quite well since official release (no re-inventing the wheel at this point), which makes Modders much more content, and willing to try to tackle such things.
Essentially, this is a put up or shut up kinda thing though. Until I can actually SHOW that there is a better approach (value wise) regarding attack versus defense, well it's just my opinion. Fortunately, thanks to the Modding capabilities we have, I can actually try to show what I mean, but there are a LOT of values to consider, so it will take time. And right now I'm getting other mod goals out of my system so I'll get to it eventually. But, since this thread brought this up, I felt the need to share my thoughts at least.