My thoughts, bit long but I wanted to group things together, to start with:
We all agree that -1hp/level is harsh, but that a physical frailty is fun and makes sense. Keep it or something similar. Sadly it penalises your sov significantly (they gain lots of levels) and trained troops just aren't used and have nothing to make them competitive with your free spawn. A vulnerability to blunt/cutting of 25% would be even more thematic in that wraiths shouldn't be easier to kill magically but more frail physically for example life-draining shouldn't be easier against a magical race.
But whatever the penalty it needs more to balance it. Something that adds to the magical feel of the faction and works well with the other traits. The positive should scale well (be it per level, per shard, per kill or be so useful that it always makes a difference).
Wraiths
-1hp/level is harsh, Significant penalty to high level troops, mostly felt by your sov.
+3 health on kill is insignificant to trained units and champions, doesn't scale, but is thematic.
Comparing "on-kill" bonuses:
+1 permanent health on kill, anything permanent is open to abuse, a cap of 2xlevel could work.
+3 temporary health on kill, again open to abuse but less so, more useful for sov survivability
+1 figure in unit on kill, useful only to trained units, death shards already have 'zombies'
+temporary buff on kill, depends on the nature of the buff*, benefits all, but more complicated
+x mana** on kill, good early, weak late on. Doesn't really help make troops better.
+steal enchantment, not really useful, unless it was on-hit rather than on-kill
Lifesteal, on-hit rather than on-kill would be more useful for all troops
* Buffs would make more sense if they were aggressive and if they scaled with either shards or the strength of the unit killed. Some examples:
Harvested energies
+attack for next strike based on shards owned. Poison for death, cold for water, lightning for air, fire for fire. Or.
+25% unit attack stolen for one attack. Or.
+targets level not in attack (which could be overpowered) but in temporary initiative (gives an immediate extra turn)/accuracy/spell mastery/or spell cost reduction (useful mostly for sov.)
**Perhaps if mana gain scaled to match target unit level or number of figures, whichever is higher. Although I like it I think perhaps not for every unit, perhaps it should just be that the trait with -1hp/level adds mana based on something that scales instead (enemy level/figures/attacking units level) allowing them to be used to farm mana.
Traits for Trained mages
Race traits should help to encourage a playstyle. Mana gain does encourage spellcasting but you don't need any trained units to benefit from it. Same with a tactical spell cost reduction. For trained units mages make sense for Resolin, melee troops really don't, archers are only semi-useful (less likely to research required warfare techs). To boost mages therefore:
+1 crystal/turn, very simple but effective way to encourage the use of magic staffs.
Crystal cost reduction for equipment (scales into late game, less useful early on)
+x to ranged dodge, say 25%***, better for troops on the rear of the battle. Useless on front lines.
Added damage or additional use for staffs somehow, examples include:
Corrosive runes, applied as equipment or traits that adds poison to all attacks/only ranged attacks
Other Debuffing Runes (slow, poison, wither, curse...etc).
As equipment it could be useful for a sov to have at least one rune (A visual effect from it would be nice too, a glowing rune on the cheek or superimposed over the weapon)
*** Per level could easily become overpowered so a set bonus is preferred (like the ethereal trait in dominions 3 that gives 75% dodge to all non-magic attacks but units with it normally have 0 protection).
Racial spell
Lastly I mentioned before a Reverse infection spell... a racial spell that triggers at the start of battle and has a chance each turn for friendly buffs to spread to the unit. Would encourage you to hold back a few turns blasting the enemy with spells rather than rushing into melee and gives them a fun mechanic that relies on magic strength.
My Personal preference, enjoying the fun of pick'n'mix:
Penalties:
-10% base HP, -10 carry capacity, -25% cutting resistance, -25% blunt resistance, +25% piercing resistance, +25% ranged dodge
Bonuses:
+1 crystal per turn
Unlocks "Dark Runes" equipment with research from sorcery.
Start battle with spell "Leeching presence" autocast on wraith units, a chance per turn to copy adjacent units buffs. (not just allies, some use for melee troops)