I read somewhere that the Sovs are immortal, as such they don't age which explains how the children who do can be close in age to their parents.
I also keep reading that the Sovs don't have enough hit points to survive in mid to late game battles because squads are more powerfull.
In ancient warefare generals were on the field at the front on their horse and charged into battle with their soldiers. In modern day warfare that is no longer the case. Most often the generals are in a command center passing down orders through the chain of command. Several people have suggested placing the sovs (and other champions) into squads. While that appeals for the sheer power they would have, I think it would only serve to unbalance the game in a different direction.
I've also heard mention that in a game with Elemental and Magic in the title, there wasn't enough of either. So here is my suggestion:
Have Sovs shielded by each of the elements. Fire to burn away magic before it reaches them. Earth to block melee attacks. Air to deflect missile attacks. Water to heal the Sov after (if) an attack gets through. Picture a ring of fire around the sov, floating blocks of stone floating around them, a bubble of air above them and a shell/skin of water around them.
In practicality, give each element it's own hitpoint value, and adjust that value based on the level and or stats of the Sov as well as the number of shards linked. In the early game all of these would be low and thus the Sov would not be over powerful, in the mid game there would be a fair mix of each and in the late game the Sov would become the God they are meant to be...
by having each element linked to a type of damage, it would be possible for their enemy to wear down just one or two types instead of all and in that way shorten the battle, if they used good tactics and preparation.
It might be necessary to make it so these Godlike Sovs couldn't attack "lesser" enemies, based on their reputation/exp. Such Gods wouldn't waste their time on insignificant battles.