Support Units: a foundation of every good tactical TBS
As a huge fan of tactical turn based strategy games, I wanted (after several months of lurking) to inquire about support unit equipment and to make some suggestions as well. Please forgive me if this is already instituted in the beta, but here are my suggestions:
1. Faction/racial differential support units. I find the equipment customization unit building portion of Elemental to be a very interesting idea, but if that equipment only turns out to be relegated to melee vs archer units, I'll be quite sad indeed! In regards to the different races/factions, I believe that some kits should be restricted based either on (1) unit size or morphology (ie. bipedal, quadrupedal, large or small) (2) sovereign magical affinity (light sovereigns cannot grant "torturer" kits and dark sovereigns cannot grant "super healer" kits) or (3) initial player sovereign abilities.
2. Sub-sovereign magical units. I think that aoe casters, disablers, dispellers and other support units would GREATLY round out any good army! Even better tactical decisions could be made by restricting certain types of support units to different factions and races (as per suggestion #1)
3. Mobile units. My Tactical TBS background mostly consists of the Age of Wonders series, but those games still serve as (IMHO) excellent examples of good TBS games. I feel that that series (or, more specifically, the unofficial patch for AOW:SM) implemented tactical mobility correctly. One strategy would be to lure the AI into your magical domain and then attack with mobile light cavalry. The cavalry would be weaker, but capable of launching a "first strike" against an opponent's support units. Couple this with a magic attack, and you could weaken a stack greatly with some throw-away units! To implement mobility in a similar fashion (quick and light based on armor kits or lightly armored and heavily armed) would be excellent!
If all of these features are already in the beta, well, consider me a happy camper!