The heritage system could be interesting, although having it as an isolated "great thing" could easily lead to an overemphasis on it. I'm not saying it's not great, just that I hope that things surrounding it is equally innovative and engrossing.
That said, it opens up the issues of what I'm going to do with my God-Childs. This doesn't lend itself well to my idea of the Theocratic Magocracy at all. How will I claim godhood with children running all willy-nilly over the land?
Anyway, I'd like to shine some spotlight on another thing in the interview. It's been touched upon before, but now the system seems firmly in place with a solid idea of how it's going to work, instead of "we're thinking about doing this" or "that's a good idea".
In the long term, Wardell looks to the modding community to make Elemental a robust world of fantasy and strategy. He said Stardock learned from Sins of a Solar Empire that sometimes modders have a much better idea for how something should look, or are able to craft an item that changes the dynamics of a conflict in awesome ways. To encourage this kind of creativity, Elemental provides modding tool with the game and an upload system similar to Spore's Sporepedia creature library. Users can upload their player-made tuff as "non-canon" items for other users to download for their own games – and if the developer likes the item enough and it doesn't totally unbalance gameplay, they can promote the items to "canon."
What I'm reading here is "Do something good enough that fits into the world and you'll be a part of Elemental history"
. I think this is the perfect way to handle it and hope that it's not just down to some voting mechanism where the most popular mod becomes canon.
As a man who is picky about his mods into the fanatical extremes, I must say that I'm positively thrilled. For me to use a mod, it has to fit into the universe from top to bottom. I don't care how well-crafted those modded Altarian spaceships are and how cool they look on the cloth map - I don't want them.