Here are a couple of bugs I've noticed:
1. Metal does not seem to have any value in the trade window during diplomacy. It seems like metal should at least have some value to AI sovereigns who are low in metal and currently losing a war against another AI sovereign.
2. Wither - On several occasions I have noticed that the AI casts this spell on Caravans.
3. Juggernauts - the unit that can be trained by one of the factions. I've noticed that it will also get a backswing on a Maul miss. This seems excessive.
Summoning Tree suggestions:
I know the Summoning tree has been discussed by others, and I can confirm they are correct that it is WAY to weak late game. If you don't get to the later game, you likely won't notice, because Elementals are actually strong early in the game. However, by late game trainable units even in groups of 3 far surpass any of the single Elementals.
With that in mind, I think the easiest suggestion would be to make the late game summons much stronger across the board. Maybe you could have "Young" or "Lesser" Elementals summoned earlier, and "Ancient" or "Greater" Elementals summoned later that have much stronger stats. Maybe one of the late game traits simply allows the summoner to summon the "Ancient" or "Greater" Elementals across the board. As things stand now, a single Grave Elemental can barely touch late game melee units--some of whom have 75 defense when defending and over 40 when not. The Grave Elemental does at least have a special ability, Death Ward, to give it some late game presence, but would any mage waste the time going down the summong line to get that ability when they could just be beefing up their direct damage spells?
An alternative to the above is to have Elementals attack and defense go up as they level up. I am not sure what the formula might be, but currently they only increase their hit points if I remember correctly. I don't believe their attack or defense ever changes, which is a problem in late game scenarios.
Perhaps the ultimate fix would be to have high level summoning traits allow the caster to summon multiples of the elemental types, much like typical melee units can be trained in groups of 3, 4, 5, etc. units. I know this could be tricky because the size of the Elementals makes it difficult to position more than one on a single tile, but right now a single summoned creature in the late game is really useless against grouped heavily armored melee units. A single Grave Elemental can barely touch such units--some of whom have 75 defense when defending and over 40 when not. So, the first few trait lines would summon a single Elemental, and late game traits would allow you to summon groups of Elementals of whatever type you summon.