Since you are still taking requests that may make it into Beta6:
1) More versatility on the heroes. Right now the heroes are still quite limited in what they do. Basically 95(99?)% of the time all the level up points are saved and put into Leadership/Chaos because those are the only stack skills. If you max those out you probably then take a +1 stack movement or maybe some individual combat/movement. On top of that, the presence of Archons in mid/late game (esp in 2-4 player games where a player has lots of cities/gold to make such units) renders every hero besides VERY high level ones obsolete. It's back to the point where I am taking a hero only for his allies and then disbanding him so I can get another hero offer with more allies. So here's what I'd like to see:
A) The addition of Siege to all 3 heroes. When you accept your hero you'd get an option to put your initial stack points into Leadership (4-Paladin/6-Valkrie)/Chaos (3-DK) or take +3 siege. Then for every 10 points you can add +2 siege (or you can of course still take your leadership/chaos when you accumulate enough points). This means any hero can have value even in the late since the siege can't be negated by an Archon and a hero can build multiple skills.
B) Allow the +1 stack movement to be taken more than twice. Really it should be +1 stack move per 10 points, no limit on how much you want to take.
C) Addition of other potential skills like +X gold per city, say +5 gold per city for 10 points, can take it multiple times.
D) Ability to build the opposite skills (Chaos for Paladin/Valkrie, Leadership for DK) for 1.5X the cost (30 points for +3 Chaos or +4 leadership). This would be handy if you found the right item to stack with your hero.
2) Ruins still function a city terrain and give a +5 defense bonus. As a result you see endless units lurking on them (esp crows) for the +5 bonus. The means they are better than many cities (who have L0-2 walls) and make it less useful to build a defense tower when there is a handy ruin to use. Searched ruins should definitely NOT provide any bonus. Ideally you'd create a new terrain type called ruins and use it for razed cities/ruins and give the Ghost a +5 stack terrain combat value there and give no one a +5 defense bonus on sites.
3) I still believe the Devil and Archon Negate powers are over powered. A minor change to how they work would reign in this slightly while still preserving what they do. That change would be to apply the negate *after* applying the Morale/Fear and Leadership/Chaos for each stack. In other words:
Dragon vs Dragon+Devil: 12 morale - 2 fear vs 12 morale + 10 negate = 0 vs 12 (same as it is now)
Medusa vs Dragon+Devil: -2 fear vs 12 morale - 5 fear + 10 negate = -2 vs 7 (you subtract 12-5 before negating instead of negating and getting -2 vs 12)
This minor change means that the Devil/Archon is still excellent at controlling powerful enemy units/stacks. However when 2 good stacks meet the presence of a Devil or Archon doesn't overwhelming determine the outcome as it does now when you have something like:
Dragon/Kraken+6 Serpents vs Dragon/Devil/Kraken+5 serpents
In that battle, the Devil so overwhelms the other side that it's an absolute slaughter (22 bonus difference under current rules). If you instead subtracted out the Morale/Fear first the Devil presence wouldn't be the determining factor in the battle and you end up with 12 morale - 10 fear vs 12 morale -10 fear + 10 negate = 0 vs 2 (much more reasonable given the units involved are virtually identical).
The same goes for hero battles when 1 side lacks an Archon and gets slaughtered.
Heroes should be the most important/valuable units and they aren't. It's still Devils and Archons.
4) More Items (or allow duplicates of L1/L2 items). Ideally more items with new/unique powers.
KGB