1. Predefined production map. What do you think about having a map that has all cities' production predefined and cannot be changed in any way? Meaning players are not able to buy production, they can only choose what a city offers. I mean, this should only be a special map, not a general rule to all maps. The result should be that on this map, there would be cities with different levels of importance, from regular (low income and/or producing low tier units) to highly important (high income and/or producing high tier units). I think a map like this would play a lot differently than any regular map with standard rules, and it might be fun.
2. Zone of control. In DLR, I never liked how enemy stacks could go around my units without any possibility to block them from going behind my frontal forces if there were no true choke points in the map. Many a time an enemy stack just waltzed around my dominant hero guarding a road, razed a city just a few squares behind him, and smiled at my face with malevolence. This forces players to overprotect cities and further makes field battles rare. Zone of control is a well functioning concept, although from a very different type of TBS game, Battle for Wesnoth, which is played on hexes and there are no unit stacks. It simply means that whenever a unit moves into a square (hex) adjacent to an enemy unit, its remaining movement is terminated. What this does in practice is that you can create reliable front lines that your enemies cannot simply waltz through, but have to break through (by fighting, obviously). This makes defending cities (villages) viable without the need to have strong garrison in every relevant city. For a game like Warlords, this would need to be well thought out and tweaked a good bit, but might find good use. I'm not sure what side effects could this create, and I'm definitely not for turtling games.
3. Single player. Do you plan to add single player scenarios, campaign, story telling?