Frogboy posted that one of the things he wanted to rid the game of before release was the ability of casters to cast more than once per turn. Several reply posts encouraged him to consider adding casting times to spells to make this a more nuanced limitation. He replied that this idea was intriguing, but not possible to add and balance before release.
I'd like to present an idea that limits the number of casts per turn in the way Frogboy desires, while still adding a bit of the complexity many of the beta testers are seeking, in a way simple enough (I hope) to be implementable for release.
First, change all magic spells to take 2 action points, just like movement currently does. Also the same as the current system, you can still do an action even if you have only a fraction of its total cost.
The twist is that the action point cost of a spell is modified by the casters essence via the formula: action point cost = 2/(essence/10).
This modification makes all the pre-made sovereigns able to cast twice in a combat from the beginning of the game, since they all have an essence>10 and combat speed>2.0. The sovereigns with high essence like Porcipinee, would get to the point where they could cast 3 times per turn after they level either essence or combat speed a couple times. On the other hand, using essence for a spell is going to have an impact on tactical combat that you really feel.
Any newly imbued hero is only going to be able to cast once per combat turn, since they have a starting essence of 3 and the action point cost of spells is going to be 6.6 until they level up essence through leveling or the essence techs.
I would eventually like to see a very nuanced and complex system of combat speed use in tactical combat, with spells having different casting times to help differentiate schools of magic and spell levels, along the lines of the ideas discussed in this thread (my posts are 84/85/89 and 205/219, although there are a lot of good ideas and the whole thread is worth a careful read.