Ok, back to detailing the last post abit more.
I think the technological abilities:
Adepts, Civics, War Machine, Builders, Wanderlust, and Warriors.
I think those abilities are rubbish, since they add something of around 30 research points of value total, and nothing else ATM in 0.86 (as for what I noticed) and I think they need some kind of improvement, I do like the Idea of starting tech depending on the Racial statistics, that would be a cool addition, and make all factions abit more interesting, and especially when customizing.
Other Rubbish abilities IMO:
Heroic (double gold and xp reward from quests)
Slavelord (add around 8-10 max population to your important cities, and gives growth bursts in capital when you raze cities)
Guile (50% more diplomacy points)
Thats about it, Slavelord would be better if razing cities wouldnt make the fertile land the city was build on into rubbish land.
Diplomacy points is just rubbish ATM, will probably be worth alot more in further beta's.
I think mediocre abilities Include:
The Decalon: (10% more research)
Death Worship (gives 4 spells)
Master Smiths (Armor and Weapon costs half the normal production)
Defensive (Units have +10% bonus to accuracy, defense and attack when defending cities)
Enduring (Trained units have 10 more armor when under 50% hitpoints)
Quick (All trained units get +3 dex, and +1 initiative)
While these may be subjective to my play style, I find some of the Death worship spells to not be functioning at all, and decalon is easily replaced with proper unit upgrades from racial traits.
Master Smiths are just a plain rubbish version of "Endless Legion"
The abilities I usually would pick between:
Powerfull (All trained units gain +2 Str and Con, but costs 25% more)
Lucky (All trained units gets +3 accuracy and dodge)
Serpents Pact (Unlocks special units dependant on the upgrades u find) (this one is just mostly for fun, and not feeling those upgrades are a waste)
Endless Legion (Training units is done at half the production costs)
Dont know what the "Aura of Commerce" Spell does yet, so cannot vote on "Legacy of Serrane" (Gives 3 diplomatic capital when a caravan reaches a city, and gives Aura of Commerce spell)
Uneducated (A 10% Penalty to research)
Well Ill live with that If I have superior troops.
Vulnerable (All trained units have -5 spell resistance)
Well I can't be bothered, Spells are not such a problem since usually damage spells doesnt care much for spell resist, and not alot of combat control spells for some reason.
Weak (All trained units have -2 constitution, dexterity and Strength)
Probably the most significant penalty, but can be countered by using alot of ranged units in your army, so if you focus magic stuff this is a trait you can live with. This is my favourite Weakness due to it actually AFFECTING my gameplay somewhat, the others are just like "huh, i dont care".
For weaknesses, I usually pick both Vulnerable and Uneducated for most of my custom races when I created them, Dunno if it is a bug that I can pick all 3 weaknesses for some reason.
Will test "Endless Legion", "Powerfull" and "Legacy of Serrane" then come back with a final post.