This is awesome! Love the additions!
Really glad you still tinker on FE:LH from time to time. 
Question: Will the coal golem be another available unit for Gilden in an effort to give their golem production some variety?
In addition for 1.8, is it possible to review some of Parrotmath's additions that have applied to the improvement of core/central aspects of the game?? I've personally found that having these included provide an improvement in the gameplay experience.
- Can city defenders receive upgrading armor, dependant on your tech advancement? (see Armored Militia: https://forums.elementalgame.com/444851/page/8/#0)
- Can Henchmen be killed, as they are a unit and not a hero? (see Henchmen May Die: https://forums.elementalgame.com/444851/page/8/#0)
- Can Henchmen have access to Death Adepts in the event of custom sovereign design? (see Death Adepts: https://forums.elementalgame.com/444851/page/8/#0)
- Can the Life Shard produce a Binding creature in the event of customer sovereign design? (see Kingdom Bindings: https://forums.elementalgame.com/444851/page/8/#0)
- Can Maul be fixed to correct the Prone-Maul infinite loop? (see Maul Debuff Change: https://forums.elementalgame.com/444851/page/8/#0)
- Can the AI make some better decisions about when not to attack units with high resistance? I know this has been touched on before, but there may be a few more opportunities for improvement. (see AI and Immunity: https://forums.elementalgame.com/444851/page/8/#0)
- Can factions that do not have access to chain/no armor not be given access to them: (see Armor Attributes: https://forums.elementalgame.com/444851/page/8/#0)
- If the Wildland Bossmen still leave their wildlands and cause that wildland cannot be destroyed bug, could this fix be applied? (see Wildland Boss Fix: https://forums.elementalgame.com/450208/page/1/#0)
Also, while I understand that it is Stardock's intension to provide more faction variety by 2.0, for 1.8 is it possible to include aspects of the Unique Defenders mod into the game, enabling Towns, Conclaves, and Fortresses to have a bit more variety when it comes to city defenders and combat?
https://forums.elementalgame.com/451304/page/1/#0
For DLC4, there has been a great deal of community support in an attempt to further improve the Undead faction and have the AI competitively play it. Could these additions/changes be reviewed and if found worthy, added to the game in an effort to improve DLC4?
https://forums.elementalgame.com/451323/page/1/#0
For DLC5, is it possible to allow for Asha's fire particle effect and Renge's spider body to become available options in the custom sovereign creation? Icing on the cake would be to also include a ice particle effect and perhaps a horse body and snake body to also be available options for the custom sovereign creation.
Could you reduce Magesta's start weapon from the Leht Staff to the Lightning Staff in an effort provide better game balance?
Could Renge receive the penalty and not be allowed to ride mounts?
Could Renge receive the bonus and not be able to be knocked prone?
Is Verga Reborn to be considered undead? Should he receive the undead traits?
For the custom sovereign creation, could we have a horse and a warg available for selection?
Lastly, I've reviewed all the available staffs within the game. Since Class restriction is now an option, I recommend the following changes:
- The Leht Staff should have it's damage increased from 13 Lightning Attack to 15 Lightning attack. (as it should be better than the Mage Staff)
- The Leht Staff should have it's initiative penalty reduced from -6 Initiative down to -3 Initiative
- The Leht Staff should have the Mage's Only class requirement
- The Hailstone Staff should have it's initiative penalty reduced from -6 Initiative down to -2 Initiative (similar to the Mage Staff)
- The Hailstone Staff should have the Mage's Only class requirement
- The Hellfire Staff should have it's initiative penalty reduced from -6 Initiative down to -2 Initiative (similar to the Mage Staff)
- The Hellfire Staff should have the Mage's Only class requirement
- The Mage's Staff has not had its hiergamenon updated to include the Mage's Only class requirement
- The Queen's Staff does not have a hiergamenon description
- The Sindarian Staff does not have a hiergamenon description
- The Spellstaff should be a Ranged Attack
- The Spellstaff should have the Mage's Only class requirement
- The Staff of the Serpent should have the Mage's Only class requirement
- The Winter's Staff should have the Mage's Only class requirement
Again, can't wait till 1.8.