So I decided to walk away for a little while and let some things run their course and come back and see what changed. There are still several areas that could use some improvement.
Available Units: For a game with magic at its core there is a severe lack of different units. Everything I can recruit is basically a human with some pointy thing and a maybe some armor. It can make things a little more interesting with the creatures I can summon but there is still very little variety or advantage/disadvantage to units. You take a guy, give him the best armor and weapon you can afford and that is it. There is no trade off beyond money. The only thing there is a slight difference in sometimes is speed but it seems negligible. This is becoming a wall of text so I need to break this point down further.
There needs to be some ability to train creature units. Some should be rare and powerful, others should be relatively easy and weak. If I take over a spider cave I should be able to train spiders. If I come across like a great eagles nest I should be able to maybe snag an egg and train it eventually if I can chase off its mother. These types of resources can become very valuable and worth fighting over. Right now unless an enemy has a very key place I don't feel the need to fight him until I researched almost everything, but if there is maybe a creature there that lays an egg only 1 in 200 turns I may want to try and take it over faster.
Everything Feels the same......everything. Every unit feels just like the other, every tech is just like the other tech, every resource is just like the other resource. How many different food resources do we need. I understand it adds a little bit but I never find myself thinking should I go for the Pumpkin patch or the Wild Wheat. Either make them unique or get rid of some. Same thing with the horses and wargs...purely cosmetic and if I can farm horses I can farm wargs. Make them different and a different resource. Maybe horses +2 move wargs +1 move +1 attack or something.
I know people hate upkeep but it keeps balance. Every building has an initial cost and that is it, so over time no matter what it is worth building. If you add upkeep to buildings players have to decide if it is really worth it.
Pacing...again The game starts at a crawl and then gets to a point where I can not spend all I am taking in. Once again this is largely research based. Once you get the first 2-3 education techs you are off to the races.
Inventory-The inventory screen needs some love. Honestly the little guy with voids where you can equip stuff is probably the best.
Make me feel invested. Right now if a hero dies its no big deal. My sovereign even less so because he will respawn. A normal unit is nothing. If there were some rare things then maybe I would miss them.
Enlarged for emphasis
Special locations for creatures. Quests for Creatures. Magic for Creatures. If you want them to be rare that's fine but they need to be there to make the army feel special. Summons I feel should be for tactical combat only, with maybe an exception if you have the summoning book for some units. Make special locations for special units. Maybe a Fire Giant will be recruitable if you hold a volcano. Maybe it will take 100 turns before he comes out and says to you "hey I will join your cause for 50 turns if you bring be the silver flute." All I want is some units with feeling.