In terms of amount of attributes, used to describe a unit, we can distinguish 3 approaches:
- "Why there were so few attributes in Dominions 3?"
- Sweet spot
- Console game
In other words - if someone doesn't like my group naming - we can choose among 2 extremes and 1 optimum. In the beta (version 0.255 and lower), it's clearly noticeable, that the game is leaning towards "Console approach". Many players send their feedback regarding the lack of deepness (considering unit attributes), and Frogboy already stated that units will receive some more love. It's hard to say if it is because of the players, or it was already planned, but never the less a statement is a statement. Basing on Forgboy's response, one can derive that Elemental developers will try to hit the sweet spot. Under this assumption, I would like to suggest to include informative units attribute icons - IUAI.
Why the sweet spot is so important for my idea, you ask? Start up the beta, dear reader. What you see? Health, attack & defense. Neat and clean. You have a shield and a corresponding defense value, and same story for health & attack attributes. In other words - there is no need for icons to give you any more info, as everything is plain simple. Now, try to start Dominions 3, and think how could you describe units using icons (together with integers tied to them) instead of: Hit points, protection, morale, magic resistance, etc. Almost impossible task, as with the added icons for undead, poisonous attack, etc.; especially if you consider that you should be able to represent these icons in some limited space on the screen, so that a player would have easy access to unit's description, without the need to open the unit tab.
Getting to point - let's allow the player to get the as much vital info, as possible, by looking only at the unit attributes. My suggestion tries to avoid forcing player to open a special window, just to see all the info he need to know about the unit. Before I will present a set of exemplary icons, I would like to add that the size and number of icons (in 'my' version of Elemental) will be greater. First, it allows player to clearly see meta data of icon, second - it's a must, if we want to make the game deeper. Unit info screen will get bigger, but as I will soon present, it's quite easy to fit everything onto the screen.
Last, but not the least - icons proposal!
[!Big picture warning!]

You may ask yourself, what is the purpose of it, if I can always:
- Look at the name of my unit.
- Check the unit's icon & it's pose.
- Simply fire up the details screen.
I will answer first two questions, at the same time. While the name & icon/pose thingies are quite cool, they will eventually confuse you, as in the later stages of the game, you will make probably 20-30 types of units (hopefuly, as I don't want this game to be mass one - win all, kinda game). That means that you will have to eventually read through the details screen, to get all the needed details about your unit. The detail screen is yet another extreme - now your are forced to click, click, read, read, find, find, in order to get what you want. Icons are somewhat a sweet spot - they can tell you many things, without forcing you manually read & click all the time.
I understand that with the increase of the attributes related to units, icons' value will diminish, but I firmly believe, that if the game can provide info, in a form as convenient, as possible, then why not?