1
I like Outposts as is. Have you been up against City Militia before? Maybe its just because of my crappy starting position, but they had longswords, and those hurt ... ouch.
With pillar of fire and size 5 militia, you can have a pretty strong force. I would agree that it should make slightly more sense though. I mean, maybe no archer militia until the archery tech ... (which, by the way, I think is a bit too expensive
)
If anything, perhaps outposts could have a limited militia effect. Perhaps one of those upgrading effects adds some militia?
I can agree with militia 'mages' being added to conclaves
... would be nice.
2
It is certainly acting a bit odd. As it stands, it seems that units just start to spawn over time (even in the control of a Faction). I'd prefer if it just unlocked a new unit type for nearby cities (all cities?). Perhaps even treat them like a resource, or only unlock it in the city its "connected" to. Either way, being able to design Ogres/Trolls/Wildlings would be an alternative approach. Having them spawn is certainly cool ... and I like that. But would it be cooler to integrate them into society and have them add ... well perhaps a slight boost to population (as well as being an option in the unit editor). Although I guess editing them would bring up balance issues ... but you could only change weapons/traits on the Ogres and Trolls. Maybe you could add armor to wildlings and darklings, but that'd be about it.
Ultimately though? So far suggestions #s 1 and 2 get pretty much a "pass over for now" from me.
3
I can certainly dig a wonder requiring level 3 ... not so much on only one wonder per city though. Hell, that'd only ENCOURAGE city spam 
One thing I hate is that ... if you only have 1 city ... all it will do is hit the population cap pretty damned fast. I mean, you CANNOT just pull a size 5 city out of your ass even if its your only city. You still need the tech, the buildings, the terrain ... so many things. This is why its better off to have as many cities as possible. But why not? can't it just be how it plays?
Well ... I'm not sure about all of that ... but I really think that Size 5 needs to be a bit more attainable if you only have 1 or 2 cities. How would this happen? Other than having a limited effect of tying food to prestige, not sure. I mean, prestige is divided by number of cities, right? So maybe if there was a 1-shot cheap improvement which gave you, say, 5 food per prestige ... this 'extra' food would begin to dwindle if you kept on building more cities, while it would stockpile if you kept to a low number. Its 1-shot, so it can't be reproduced, building more cities will always have a negative food effect. In this case, you'd actually have use for that City Growth/ Prestige.
4
Yea, I think Sean's mod does a lot to fix this. Haven't played it, but read his documentation. Anything to make heroes cooler/ more interesting to level up is an A+ in my book.
5
Not sure I like this idea ... but if loot drops can be properly tiered, then reintroducing good loot to the highest tier drops might be a good idea. Assuming lairs 'level' in size and strength like cities, the the loot tier should upgrade when the lair levels. (probably not the case yet, but oh well, still a cool idea).
I like the idea of being able to design magical weapons ... I wonder if that would do better in an Item crafting portion of the game? (costing mana and materials ... sort of like Master of Mana). Awesome idea for an expansion pack.
6
Agreed. More summons ASAP. (maybe hero traits like, able to hold more than 1 summon of a certain type, or something like that)
7.
No Comment
8
No good work around for initiative it seems, at least not without rewriting the system. But I AGREE wholeheartedly that physical crits and magical crits should be different/ separate. Part of making Hero classes cooler I think.
9
AGREED. this needs in NAO
10.
Hell no, waste of time. Maybe if there is a 2nd or 3rd expansion. But economics and Roleplay come first.