This may not be widely understood but the factors that led to WOM's initial release being so disappointing were pretty unique.
Let's bear in mind, the entire team from Galactic Civilizations II (and all expansions) worked on WOM. We have very low turn over so it was the same team. Same designer, same developers plus new ones. Same artists plus new artists. That should, I hope, tell you something about the nature of game development.
It's very easy to forget that game development is really an exercise in software engineering. What I mean by that is that the "Game" you play is a very very thin layer on top of software whose development is much like any other type of software.
WOM is not anything like what I had designed originally. Its problem lie almost completely with the difference between what our new engine could do and what the design called for. Thus, a lot of things had to be changed in WOM, late in development, to match what the engine could do (not to mention that the engine turned out to be very buggy).
This is why most companies today license their engines from third parties so that they can focus purely on the game layer. But strategy games are a different animal. Games like Civilization V and Elemental and the like have to create their own engines and it's no small feat to do on the PC in 2011.
With Fallen Enchantress, the game was designed from the ground up knowing what the engine could and couldn't do.
With War of Magic, today, the limitations have to do with what I can personally implement with the engine in a reasonable amount of time.
Will people like Fallen Enchantress? I think so. For one thing, there's no release date or budgetary pressure on it that was on WOM. Our company's revenue or health is not dependent, even in the least, on the success or failure of our games (otherwise, we'd likely not be making brand-new hard core PC-only strategy games in 2011 <G>).
With Fallen Enchantress, there is one god father -- Derek Paxton. But he has consulting help from myself and Jon Shafer (in WOM, while I was on paper the designer, because I was running the rest of Stardock, the design process effectively became whoever was working on the feature doing what they though was good). So there's a pretty good set up there.
Now, when will FE come out? My guess is that it won't come out in 2011. That's not an official date but given that it's July and we like our long public betas, you can pretty much make the guess.
I would also like to get WOM in a place I'm satisfied with before the betas of FE hit the streets and while v1.3 is better, it's not where I'd like it to be. That just means FE will be more polished when its beta begins (i.e. I'm not stealing resources from FE).
Hope this helps.