Quoting Lord Reliant,
New texture for Ongr the Unbound
Ongr doesn't have a new texture. Ongr simply made all the other textures old.
The truth is that lots of our ideas come from the forum. We spend a lot of time reading and thinking about your suggestions. That's why we have betas.
The only time it becomes dangerous is that folks on the forums are often the die hard fans and often prefer more features, more scope and more mechanics, which causes the game to be confusing for new players (and though we know we aren't an ios game that anyone can understand in a few minutes, we dont want to be too overwhelming). So we try to find a balance that allows us to address the issues that players are finding without adding another mechanic to and already complex system.
What's wrong with more mechanics?
Understandably, new mechanics should not make the game more confusing. New mechanics should be stream-lined, natural progressions of aspects of the game that already exist. Adding them should make sense such that players don't even notice them being added.
An example of this: Upgradable Roads. I saw the file RoadLeveldefs.xml in the data\english directory, so I am assuming that this upgrade was considered in the past already. But what a fantastic idea! A natural mechanic that increases movement as the game develops, thus increasing your influence, logistics, and economy in mid and late game. Any new player would take this mechanic in stride since everything else in the game upgrades....why not roads?
The encumbrance system could have been viewed in a similar manner. Granted, it seemed like the original system was too complicated, but I understood it....fill the champ up till the bar at the bottom was full....you may get some init penaltys along the way. Nice and easy. Forced the player to make decisions in how to equip champs. But. I'll agree that there was some confusion as to how the weight allotments were divied up and some balancing issues and how the AI was trying to equip. I would have figured that the encumbrance system would have simply been stream-lined....not removed altogether. However, I do see a progression happening with Proficiency abilities. If properly tied into the game, these could easily replace encumbrance.....but alot of work has to be done yet....
Anyways, I suppose the point I am trying to get accross with all this babble is that the more 'real' you make this game, the better all players (new, old, and die hards) will understand the game because it's what they'll 'expect' to see out of the game.
edit: ps. Love the new upgrade UI screen you've posted. A PERFECT example of updating a mechanic and making it more stream-lined and easy to follow and understand.