Currently the beta is a blast to play! The reason for this post is simply to talk about one weakness in the game to get ideas and highlight problems through feedback.
As of .912 the magic tech tree is by far the least useful and fun. Some problems as I see them are:
1) Too much mana, once you have 3 or 4 shards you have pretty much an unlimited pool of mana. It would make more sense for mana per shard to be lowered at the start and increased from magic techs. Mana is a resource that the magic tech tree should have more control over.
2)The magic tech tree adds very few items for actual mage chamions, warrior champions are very dependent on military techs for armor and weapons and equiping them is part of the fun. The staffs and robes that are available are not effective for champions. These items should effect spell mastery on top of their weapon characteristics.
A idea I had was if the dmg staffs available in the tech tree should convert all dmg its user does into fire/cold dmg instead of just adding 4 fire dmg. This would make them much more usable with traits that add dmg, allowing the creation of more interesting mage units and making them an option to champions. Dmg conversion should be the norm for magical staff weapons.
3)Crystal is stockpiled early game and feels underused. It is really only spent consistently end game when you just build the most powerful units possible. The early game should include more buildings that require crystal and are unlocked from the tech tree. Perhaps buildings that heal wounded units or buff trained mage troops. There is definitly a space for an early game healing building and magical wonders.
Currently in beta 3 there are many great techs in the military and civilization trees that feel game changing and important. While obviously the game is a beta and much will be added, feedback doesnt hurt.
Thanks for reading