I have played a lot of tactical games, starting from a kid playing Romance of the Three Kingdoms, and a lot of RPGs with Dragon Warrior and Zelda. I've been playing this game and I think I have a few ideas that could be battled around. This is all I have for now, but I will come up with more.
Nation modding:
First, I would like more options on changing the looks of my people. Skin color and hair would be a good start.
The options we do have are a bit buggy, the description of what they are differs from what they say at the bottom.
Would it be unbalanced to have Empire weapons and armor options on a Kingdom, and vise versa?
Do the bonus hit points that some national abilities provide actually work? Or do they only work in a stack of units?
Soveriegn:
Some of the jobs are pretty crappy, or lose their benefit soon. Warlord is nice at the beginning, but the sentinels become useless soon. And could they at least be of the same race as either my soverign or the people he rules? Also, since all my male children have exactly the same traits as me, they will have Warlord which gives them absolutely nothing.
Does Hardy do anything?
Spending points on crappy equipment? Thats a lot of points for padded armor and a pointy stick. The Sovereigns are already pretty weak, maybe we can have the option of ability points AND gold to spend at creation for equipment? And maybe something better than padded and pointed sticks.
Gameplay:
The AI is silly. I had another nations sovereign stand in my territory in a corner for an entire game. Just sitting there. I also ran into one in the wild, and thought about just killing him and his little weak group he had with him, but that seemed so cheap I couldn't bare to do it. Maybe at some point the Sovereigns should stop wandering the wilds?
No heroes that are Fallen? Really? Maybe they exist, and I have yet sen them, but its seems that the only ones I do see are children of sovereigns.
Heroes die too easily. My group of heroes all died to some bug creature casting a single spell. Once larger monsters and stacked units come into play, the heroes are a liability. Who cares about having a magic user when the only thing that really needs protection are your heroes, best not bring them at all into a fight.
The combat reminds me a lot of the early days of GalCiv II, where the best idea was to make a 1hp cargo ship with nothing but weapons and attack first. This game is mace and hammer heavy, there is little point about putting armor on units when the most I could have is 40 and they are fighting a troll with an attack of 156.
Instead of dying, the heroes should be captured, and held for ransom, either by the monsters or by an enemy state, like in Romance of the Three Kingdoms. Put them in jail, maybe they can escape on their own, maybe if they have Thief ability, they have an increased chance to escape. The prisoner could be traded on the diplomacy screen.
How about a city revolt? The game would be more dynamic if you had to worry about heroes being traitors or cities becoming independent of your rule. New nations could rise and fall.
Dynasties:
Need the ability to remarry if a spouse is killed. If this is already in the game, I would like someone to help me do it.
Children should be more random on abilities than just being exactly like the parent of the same gender. Some are completely useless. Warlord for your child is meaningless.
Children's stats make little sense. Had one with 660 mana one time, when everyone else in the kingdom had maybe 40. They all seem to be born with only a 1 attack speed and thats a stat thats a pain to increase. My kids are also were all had 10 int with parents that both had over 18.