Here are some tweaks I'm thinking of implementing to my copy of Elemental.
Sovereign Creation
1. Reduce cost of increasing Wisdom and Constitution by 1. Reason, when you level up you can get 2 points in other stats or 3 points of essence or HP. So at creation spending 3 points for 1 point of Wisdom or Constitution is not as good a deal as spending 3 points for the other stats.
2. Reduce the cost of most traits by 2 or 3 points with the exception of Organized and Daring. Reason, most traits do not scale well or are not interesting enough to spend 10 points on.
3. Possibly reducing the cost of equipment at Sovereign Creation.
Sovereign and Champion stat mods when leveling up.
I noticed that better champions you can get after researching them have much better stats. To balance that with initial Champions and the Sovereign, I was thinking of doing the following mod. For each level, a Sovereign's and Champion's base stats are boosted by a percentage equal to the sum of their previous levels.
level 1 base stats are multiplied by 1.
level 2 base stats are multiplied by 1.01.
level 3 base stats are multiplied by 1.03.
level 4 base stats are multiplied by 1.06.
level 5 base stats are multiplied by 1.1.
etc.
Shard Magic
I'm not sure if this is possible since I haven't tested it yet but I'd like to change the way Shards boost spell damage slightly. Each shard of the corresponding element that you control would provide one point of damage that can not be mitigated. If I read the xml correctly, this should be possible because the shard multiplier is applied after the attack vs defense roll. It's a small tweak that in my opinion would makes controlling Shards a lot more interesting.