Other thoughts - I'll probably create another video soon to try to be INCREDIBLY critical on the tactical UI. I still think there are some good tweaks to be made that should be not all that difficult to implement... more or less I'm thinking of making a 1-2 min video where I tear apart any flaws I perceive with the ui there (eg I'll just start recording as soon as I hit the tactical UI). I think it will all be very constructive and useful - expect that in the next 2-3 days if you are interested.
EDIT - what I'm mostly thinking of is what the players see BEFORE the combat begins. I think there is some "weakness" there. For instance, in my 1st battle in this video, if you just pause and look at all the info I'm provided with, it is STUPID for me to fight them. They do much more damage and have more defense. Based on that, its not a good decision to fight them, but I easily win that engagement. I think there needs to be something listed that either updates my strength or the enemies - or some other intel available. Seriously, if that battle screen is accurate, the only reason I should be able to win is through BRILLIANT tactics.
edit edit - oh - and I have another argument for putting the mana bar in the bottom left under the health bar. Consider what matters for the engage. The most important info is HP (imo). After that, its knowing how much mana I have (for any spell casters, ofc). Having that info close together makes more sense imo. I know in a game like LoL that if my hp was in the bottom and my mana was in the top, I would not perform as well as I typically make snap judgments on what to do based on my hp/mana and the enemies hp/mana (same with demigod). It's really not as big a deal in TBS, but it makes more logical sense to me to group them together. Also, why is my gold even listed in the tactical battle ui? Is there some mechanic where I bribe troops or get something from gold? If no (and no planned usage), drop that.