I know it's too late. I know when release is. I know the gameplay that is in is all the gameplay that will go in. I know the most recent (unreleased) changes make it so that the initial spellbook choice matter more, and the number of shards you have matters less.
But this business of shards needs one last appeal.
Right now, any shard's a good shard, because of the mana. But I don't change my map taking strategy because a fire shard is located in the opposite direction of a good chokepoint, or better essence/food spots, or better crystal/iron supplies. If people do, if they actually change their land grab strategy based upon whether there's a fire shard over that way and they're playing a fire mage, or a perfectly good water shard with wheat next to it over the other way, that they actually move toward the fire shard, then I'll shut up.
Please, then, let us change what a shard is. Let us tailor our magical output to our style of play. And make it not terribly difficult to do; no more than 2-3 up the magic tree.
A less palatable alternative (and one that fails the Paxton Rules) is to remove shard influence altogether on spell output, and tie it to the level of caster. A rank IV fire mage should hit with fireball for 8+3/level, say, rather than 3/shard. As I said, this is less palatable. I would way, WAY prefer to go after the nice water shard with the wheat, turn it into a fire shard, and keep building up my power.
I get to become ultrapowerful in fire if I do it right.
I also become incredibly susceptible to someone who has fire resistance items, buffs, or traits.