However, there is a systemic crash issue that isn't likely to be XML related, in the sense that this particularly pervasive issue can only be fixed by reducing the size of the Mod. I think I need to get rid of about 500 icons/medallions and/or some XML material to bring it back to 2.0.a size which, if I remember right, was one of the most stable version ever. In other words, some features, say Champion Camps, will probably get axed, in favor of stability, but which features? Not exactly thrilled about that.
Icons? Well, honestly I'd hate if you had to remove the little things that make the mod feel more seamlessly integrated with the game. I'm not sure this was what you were saying here, but I'd rather have "big" chunks of the mod removed while the parts that remain get to keep all of their bells and whistles. I don't know, Champion Camps surely sound like a good choice, imho - and I'm saying this "against my interest", since I've already removed them and you if do as well I'll personally see no additional performance improvement. I'm flooding with heroes as it is, recruiting heroes "through tech" never felt logical anyway, and I understand Camps have unfixable technical issues too.
I'd like to suggest something else but I'll have to play more. MAYBE a couple of the hero paths do feel a little redundant, but I suppose removing those would be a major disruption of the mod, what with all of the items having specific requirements and all. Also the selection modded screen is filled perfectly right now with the paths.
It's true that Spells are all over the place, but I think the idea behind every class having the capacity to cast Archmage Spells has to do w/ the fact everyone is a Channeler to start w/ (in FE).
.... However, moving the Elementalists Abilities (+0.5 Power) around to link them to Aeromancy/Geomancy/Hydromancy/Pyromancy requires rewriting all the upper part of the Mage tree. May or may not happen. What is likely to happen, however....
Yes I know about the Channeler thing, another of the original game concepts that weren't (imho) properly integrated with the rest of the mechanics. It worked with MoM, it doesn't work here when a player wants his Sov to go the Warrior path, for instance. He just then ignores the "book trees" and all the lore instantly falls apart.
Anyway, I realize you cannot rewrite this all. I'm just sure that ANY bit of reordering you'll be able to do will be an improvement