Well unit maintenance has gone down alot really and it's quite easy to get a decent gold income in the early game due to easy access to markets, bell towers and town halls. Also each champ now costs 1 gold to maintain so this seems OK to me.
@Kinghobbit
Getting your dude to level 20 plus having other tough champs too would be really hard to beat and this is where the AI needs to support it's units with it's own high level champs and invest points in the counterspells and spell mastery - currently the AI seems to level up all its champs as assassins or warriors but I think the AI should look to get a counterspell either through path of the mage, fire 3, or water 3. I think good champs/sovs are key and the AI is getting better at grabbing xp for it's guys though not necessarily choosing the best perks or obtaining the right equipment (it seems to have trouble using the store). Even so units can really help champs and I typically have mage units escorting my champs if nothing else. The two supplement each other really
BTW cloak of nature is castable on units but the AI never takes advantage of this.
I'm hoping that at some point the AI will look at your best champs/sov, identify their strengths, and then actively work towards countering them.
If your Sov is leveled up as a swordsman, the AIs should use chainmail. Otherwise, maybe they should just stick with leather armour, which is more economical.
If your Sov is running around with stoneskin and a bunch of earth shards then the AI should put together a force that uses hammers.
If your Sov has high elemental resistance, then the AI should avoid training troops that use those damage types
If your sov is an air mage, the AI should place a lower priority on ranged units.
If your sov is good with damage based spells/debuffs then the AI should look at picking up elemental resistances, magic resistance, and poison resistance - whichever counters the specific spells. It should also try to train up/obtain a dude with countermagic and good spell mastery (that guy accompanies the strike force and is given alot of defence e.g. fire resitance if needed)
If your sov keeps using strategic spells when enemies enter controlled territory then AI should increase army speed (e.g. stacking tireless march) and attack outposts & cities from outside borders in one turn
If your sov is far away questing and leveling, then the AI should level up it's own guys with a sudden, surprise alpha strike on your cities - it should place it's invasion force just out of sight and then attack mercilessly - at the moment it gives you plenty of warning. The AI should not let you just go questing and leveling up - it should either do the same/alpha strike you/both
If you're attacking the AI, it should use strategic spells like freeze on your invaders followed up by a strong attack when your guys can only move 1 (ranged units are really good for this)
Currently the AI doesnt do these things so it's playing at a severe disadvantage and this is one of the reasons units feel underpowered - the AI doesnt really think about checks and balances or combined arms it seems