[LH][Sug] Adrenaline in Tactical Combat
One of the biggest reasons tactical combat goes so fast and initiative is so important is the advantage in unleashing all your special abilities first. The ability to use all you abilities at once on the first turn is a problem because it can be easily abused. Think of berserking or rushing all your units all at once to cross the map and rip apart enemy formations.
My solution is to add a tactical resource called Adrenaline. Similar to Mana all your units would share one pool of Adrenaline, which would disappear after combat. Instead of the only cost of special abilities being cooldowns warrior and troop abilities would cost Adrenaline. At the start of combat you have no Adrenaline and every turn you would get a bit. Different systems are possible, either you could get it automatically every turn or when you deal and take damage.
This would make special abilities much easier to balance and differentiate as they could have different costs, and it would prevent players from spamming them all on the first turn. No more rushing across the map with every unit as Altar. It would also add a lot of depth as you could then add traits that create Adrenaline in different ways and super powerful warrior attacks that cost a ton.