I agree with most of Xia's points in the thread above and I am heartened by Kael's comment that many of these (plus others are in the queue for addressing).
And since this seems to be yet another thread for these sorts of things, I have some additional thoughts:
I think there are too many champions. Did I really just say that? I think champions are a cool idea and I love them, but when I end up with 2 (or more ) 12 stacks of just roving champions... well, it seems a bit silly. I think getting a champion should be a bit rarer occurrence or there should be some kind of recruitment penalty for having too many. Possibly have each require a maintenance cost (in either gold or resources, or demand to be the only hero of a certain type in your empire... something).
I saw the imbue spell mentioned in the thread and the idea that magic casting should be the exclusive domain of the sovereign. I somewhat agree here. I think magic should be very limited and powerful, but I also think throwing some spell books out in the land (loot) that could be read by a champion to convey upon them a certain spell or spells to cast would be a cool way to keep magic a fairly exclusive club, but add a magic-based game reason to continue questing (besides the spell of making) as well as add some differentiation to your hero set.
Succession. I am disappointed the way this was implemented. When I first heard this was in the game, I thought the point of having kids was to pass you empire on to in the event your sovereign was killed. I'd like a better way to "raise" your kids in the game, especially if it was implemented in a "cool" game mechanic. For examples, I'd like quests to go fetch them after they've been kidnapped, fix them after they've been cursed, save them from an assassination attempt or sticky situation with the local hedge mage and at the same time have the chance to grant them abilities or stat increases as a reward for the thing.
Caravans are lame. Once the road is built, there should be some kind of caravan automation, a meter for the current level of danger/trade return of the route, and a slider for how much to invest in caravan production.
I think the way that the stats are implemented now is poor. I think they should be used more in every aspect of the game. There should be an "average" stat level, possibly 10 since it what your sov starts with. In that case, any number less than 10 should grant minus modifiers and over 10 should be plus modifiers. Some uses might include...
Strength: Melee damage (major), amount of gear worn (armor weight), types of weapons used (weapon weight), total weight carried
Intelligence: Spell level cast, spell power, weapon damage (minor), experience gained rate, trade / mana bonus (when stationed in city)
Constitution: hit points, spell resistance, poison resistance, farming / mining bonus (when stationed in city)
Dexterity: to hit chance with weapons, spell casting (minor), dodge bonus, initiative (first striking)
Charisma: Morale / leadership, faction diplomacy modifier, prestige (when stationed in city)
I'd also like to see ability paths opened at certain stat levels for certain champion types. "Ignore pain" ability at constitution = 20 for adventurers, for example. Or "Charm foe" at Charisma 25, trade monopoly for merchants with int 30... something like that to promote champ building in other ways than just strength and HP.