Maybe this is due to the abysmal random number generator but I find that my units do not critical hit often enough despite having high crit chances. However.. in the event that stat bonuses per level get reduced and hero levels fall under control I can't imagine using critical hits as a viable source of damage.
Currently critical hits are at 1/2 dexterity and inflict double damage. My suggestion is to change the critical damage to +40%, allow regular units to critical hit (perhaps calculated for each individual in the group) and provide a base chance of 5%+dexterity.
The following traits/profession should be adjusted:
Assassin: +10% Chance +40% crit damage
Vital Strike 1: +3% Chance +10% crit damage
Vital Strike 2: +5% Chance +5% crit damage
Vital Strike 3: +7% Chance +5% crit damage
Regular units should also be able to chose the following traits:
Perfect Aim: +5% Critical Chance
No Holes Defense: -25% Critical Chance
Critical hits (though at a reduced chance) as well as item effects such as poison should take effect when using special abilities. The choice in picking a special attack type should be weighted against the other options at level selection, not based on if my regular attacks will inflict more.
To put this in perspective my current godly sovereign has base dex 30, might (+31), acrobat (+31) and a total crit chance of 40% that inflicts 2.8x damage. A champion of the same level, without acrobat, would have a crit chance at 25% which is far too low to base any sort of strategy/progression around.
Using the above system this unit would have a 60% crit chance at 2x damage. A much more frequent rate of crit, and without might a much more comparitive source of damage versus focusing on strength with melee damage and heavy armor.