First I want to say that this is a very good game. Sovereign casting is IMHO much better than hero casting (even though this game could maybe use a wizard hero, able to cast a few more minor spells than the exiled paridenian? make that only the "common" spells known to the sovereign?). The artwork is fantastic, much better than FE:LH (in particular I love the way the grid is drawn, pencil-like). I also like a lot the fact that this game does not have a "gold" resource, since any gold-standard based economy in a 4x game usually makes no sense; and Logistics is much better anyway.
* Things that are worse than in FE:LH
unit diversity. bring back the FE:LH monsters (elementals, swamp monsters, several bear species, wildlings, golems, shrill lords, crag spawns). As it is, fighting 4 times the exact same bandit army gets old fast. This is the main drawback of the game (and has been duly constated by several reviews!).
In tactical battles, abilities are randomly ordered (and two identical units will have a different order for abilities). Also abilities recently acquired (via hero skill) are at the end, after all the shit potions?
I don't think we are able to customize the ability bar, as we did in FE:LH.
Maybe this bar should be separated in abilities | spells (costing mana or death charges) | items ?
Also the icons are a bit ugly and confusing (why does Holy Charge not look like Mounted Charge?).
In the "Cities" list, I am unable to sort the cities by size/enchantments/etc.
In strategic map, it does not show whether a city is fully enchanted. (I miss those FE:LH indents).
This game could also use a "Armies" list.
In the "Equip" screen, I do not see the full unit stats: how can I decide on which sword/jerkin to equip? Likewise, cycling through units to find the lowest-defense one to give them the new plate mail is a bit tedious. (On the other hand, I know that allowing wolves to equip plate mail was done on purpose).
Sword-based units cannot equip swords (even when it is a 1 pop unit). Also, I cannot make spears or clubs at all, and only a very small number of staves (and the "staff" base resource is very rare).
Severe lack of magical weapons for heroes.
"Lower land" spells can bring down a big mountain, but not a small hill?
Damage type and resistances seem a bit hidden (maybe I just did not find them). There are at least physical, arcane, fire, ice, lightning, and poison, right? Who resists what? Is arcane particularly good against undead?
* Things that were carried over from FE:LH when it makes no sense
Magic affinity, given that spells are cast from the sovereign (but maybe some hero abilities do use it? that's not clear. Abilities and attacks should show which defence is used against them: Magic Res, Defense, maybe only Dodge for ranged).
Unit pops make no sense (this is currently the most important unit stat, except for the uber-powerful Paladin). A 3-pack unit of Destroyer or Dire Wolf or Barbarian Sharpshooter is really fearsome, even compared to a lone ogre or troll (and I suspect that, with all level bonuses tripled, they get even better with experience).
Trainable wizard unit has "Life apprentice"?
Incorrect description of the Paladin being able to heal units (well, he can buff them).
Spellcheck failure on "Scion". "Sion" is a fully different word, and one that may offend some of your customers.
The various "wreath this unit in fire, damaging attacking units" spells - how many of these are there? (or maybe it is just that I don't think them even remotely useful).
* Things that could be improved for small cost
When I have a idle unit, re-clicking the "idle units" button should cycle between them (no I do not want to move tha pioneer, first I need to send my hero clear the lair). Or add a "Wait" button to the unit or whatever.
Be able to collapse the "Shards" list on the right, because it is not always useful. And any other categories, because why not? (Btw this right-hand-side bar is much better than the icons of FE:LH, particularly on my small monitor).
Add the "unexploited resources" / "monsters in territory" warnings inside this list (at the top of it, to keep attention).
The Wizard sovereign should really have a skill for lowering magic resistance of an enemy unit, or alternatively a small flat increase to Magic affinity.
The "Place road" spell does not work on forests, even though the description says "any tile". I can understand why ocean and mountains are excluded, but forests can have road. (It would make sense if the cost were a bit higer for forests, however). Alternatively, give Road building to those Administrator units, to make them more interesting than put-in-a-safe-place-and-forget. Or even Pathfinding (MoM-style) to entice the player into risking these precious units with their main army. Or change their Logistics bonus into a Logistics cost reduction *for the army they are in*.
* Things that would be great
Why is my Wolf cub unable to grow to an adult wolf, even after gaining 10 levels?
Why am I unable to merge two 1-pop units into a 2-pop one? (with a 3-pop limit, obviously - mabe make it 4 for the Commander or Tyrant).
The "Enchant" screen is basically unuseable once we have a lot of materials and recipes. This is mostly because the last category is a ugly catch-all, and none of it is sorted by power/cost. At least separate the consumables from the equipment.
Currently the first few turns of battle are a bit messy, because we fully depend on initiative. For example wizards are seldom able to correctly buff units. Could we have an item that boosts initiative for the first round of battle?
Replacing the "wreath in fire" spells by shaped attack spells (e.g. lightning in a line, fire in a ball) that would also damage friendlies.
More generally, friendly fire for the "breath" abilities (drake breath and Archon's attack).
Why can I recruit a Paladin without meeting my first Drake yet? This unit could require a "Drake egg" resource, found after killing a Drake. (This would also give the Wizard hero an slight compensation for failing to Hypnotize over 50% of Drakes ).
I find unit enchants a bit costly, not necessarily as a casting cost but as an upkeep cost - is the 1 mana cost hardcoded? There could exist some minor "Stoneskin"-like enchant adding a small bit of Defense, for only about 0.3 mana cost, for instance. (Or strategic moves, to keep pace with the army. Or forestry/forest concealment.). These enchants were some of the real fun bits of MoM, and I think we can get some of the fun back without bringing back the Flying Invisible Warship.
The other great thing in MoM was the way Defense worked - making a huge pile of weak units good against unarmored targets, and a single units with a very big sword good against armored targets. So there was an actual stone-scissors-paper going on. I'm not sure if this also works in SK.