Have been thinking about making an updated version sometime soon, and many of your comments will be of great help.
Some things that might be changed/added:
It will be much easier to enter the SE area by the paths that are already there. Also, there will be a defended shortcut for the stronger stacks. Kraken + 2 snakes - is it too powerful? Wouldn't want every one to take the shortcut, but not that none takes it either...
Some of the cities with "good" production set will have some units removed. The width of possible units is too great atm. Decent two turners in one, good three turners in another. Wizards are already removed since last version.
A level 2 ruin will be placed in the middle of the map, available only for heroes with wtw or possibly fly. It will not be randomized, in case of units joining. Finding elementals or wizards on that little islands - Jesus Christ, what a fail!
Will think of what to put there. It won't be gold, but it might be artifacts or ghosts (not able to take down enemy cities by themselves).
Eagle productions will be added in the crows nests.
Additional defenders will be added for some of the less accessible cities.
NE player will get some watch towers in the main area. The SW has less squares between the early cities and doesn't need to scout in the home area.
If someone has other ideas, please post them.
I have played the map a few times on each side, and it feels like both has pretty much the same chances to expand, defend and attack. NE has easy access to many of the good cities, so will make one of the normals in SW good to even it out.
About heroes with water walk and fly, it is a problem, but not as big as I first thought. Using that strategy gives fast expansion, but it is hard to keep the cities taken and bringing together strong stacks. If adding additional defenders to some cities, I don't even believe it will be worth it. Might be worth it to warn players with a sign post next to the capitol though.
LP:
Baba is russian for "old woman" (I belive). Even less threatening!