Well, for good or ill, I'm feeling inspired, today...
A small bug report to begin with: it seems that, like a lot of other games, Elemental don't read the saved games directory path from registry, and instead use a fixed "My Games" directory in the document folder. This makes two of these folders in some non English version of windows, or when its path is customised.
Next, a big thank for your frankness and honesty. You don't see this every day... Or year. Or ever, in fact: I think it's the first time I see one like that from someone selling things, only one week after the events...
Then I would like to remind people that the "quote" button is right next to the "reply" button... This help a lot when reading your post, so, please, make use of it.
Some ideas about magic:
- Each and every aspect of any spell should scale to the caster's stats. not simply the damage or the protection it deals; I mean, everything : the duration, the range, the area of effect, and even the cost (the better you are, the cheaper it is to cast): if it can me measured, it has to be scaled to the stats! Any spell parameter should be expressed in %.
- Spellbooks to research:
- Perhaps having the sovereign and dynasty stats help to gather mana would be a good compromise to global mana pool regard from the actual system.
- The shards should not be a major source of mana unless you have many of them, to reduce the impact of luck over strategy; having many ways to gather mana should be the best way: mana through buildings, through population, through resources and/or special resources, through influence, diplomacy (in the way of the tech and research treaties, for example), mana through research, spells, channellers/skills/hero level, resource transformation (crystal/gold to/from mana, with technologies/buildings/skills to increase the transformation ratio)... The more the better. Some of these may also simply lower the cost of spells from a particular book. This would of course require spell cost balance. This would make magic a more important part of the game, as magic becomes less rare, if bound to your channellers.
- The sovereign and its children are the only real channellers of the realm, and so should be IMO the ones through which all magic is channelled, even if imbued heroes can cast spells; something about magic efficiency should be related to your "real" channellers, may it be spell power, spell cost, maximum quantity of mana spent with each spell or turn (for example make a spell cost more the farther from a real channeller the caster is, and/or depending on the channellers stats)... This would allow to find magic users in the world without breaking the background.
- Buildings enabling to spend less mana/increase magical power when using tactical spells in a city's defence
- Resource enchantments, like "increase the temple arcane production by 20%", "double the targeted fertile land yield"
- Expensive global spells, like in Master of Magic, that would affect the a whole faction, or even the whole world.
- Introduce spellbook/spell kinds proficiencies (kinds like direct damage spells/buff spell/ city spells...) could help to diversify the uniqueness feeling about sovereigns, factions and/or heroes; On the map, increase the likeliness to have one shard of the sovereign speciality around
- Introduce special resources enabling to cast unique spells, that you could conquer and loose.
- Have some magic research paths close other paths, to further improve the uniqueness of the factions. Those would lead to spell specializations, like new spellbooks and enhancing particular spellbooks spells in both mana cost and efficiency.
- Spell level research should be related to each book (like level 4 earth book), instead of all books; maybe these should be used to enhance known spells; or maybe technology could be used to unlock higher spell level research. To balance the higher global progress cost, a higher spellbook level could lower the cost of researching the related spells of lower level.
- Arrange spellbook display to be ordered by level and book besides just tactical/strategic, and make the book scale with resolution: I'm tired of having a tiny book lost in the center of my screen, and having to turn the pages...
- Enable spending more mana to get more powerful effects, especially for summoned creatures
- Specialised studies, that can only research in a particular spellbook, but more efficiently; once built, you would always have a research going on a spell of this spellbook, even if parallel to others.
- Shards could help research its related spells
- Things (buildings/resources/skills...) that help maintain spells, i.e. that create mana that can only be used for spell maintenance, not for casting
- There should be damaging spells that does more than "your intelligence" in damage at higher levels.
- Magical towers that acts like galciv space stations
- Some spell ideas:
- enhance speed/attack/defence/watever of friendly units in the area of effect/target town influence/unit/caster/unit group/x tiles around the unit/the town the unit is in...
- A chain lightning that does not have a simple area of effect, but goes from random target to target until no more target in range/maximum damage dealt.
- lower enemy speed/attack/... in the area of effect/target town/blabla
- enhance/curse town/faction influence/revenues/research/... with a % (enhanced version of the existing +1 spells)
- Health/Mana regeneration spells
- I like the idea of portals that would spawn controllable creatures that would only attack your enemies
- Spells to spawn creatures or teleport existing units to help protect caravan when upon attack
- Universal target: every arrow or spell will be forced to attack that particular target; along with a warrior ability, to force enemy to target the warrior in melee
- Enchanting spells that can't be cast, but once known, enable to produce enchanted gear
- Spell to create/destroy forests
- Imbue spellbooks with more personality, like
- Fire spells more focused in dealing large damage and long term damage (burning units or areas), associate it with damage bonus, destruction of things; link the fire shards with death and combat spellbooks
- Earth spell more focused in definitive land / battlefield changes, associate more with physical protection of all kinds (including in particular cities and fortresses), slow strength, resources, with some offensive spells, and spells that prevent things; link earth shards with summoning and life spellbook (earth mother of life)
- Water spells more focused in magical, ethereal things and creatures, enhancing equipment and units in the fields of protection from magic, counter spells, icing and slowing, regeneration of mana and HP, teleport, wormhole like portals; link water shards with restoration books
- Air spells focused on speed in all forms, inspiration (quite literally, breath and air are in linked to spirituality in many cultures, including Judeo-Christian cultures), morale, temporary boosts (HP, attack), lightning, emotions (confusing/inspiring kind of spells), flight/levitation
Some ideas about adventuring:
I'm not sure if these are or are not good ideas, but bad ideas from a mind sometime spawn good ones from another one, so...
Completing quests should give XP
It is the way things are done in RPGs.
Permanent special locations
The adventuring system as it is now is quite a bad one, in my view. I mean, some places in the wilds that act as adventure trigger, or some object you find in the wild, that's not bad; new places that spawn from nowhere with new adventures, that's more strange; There are quite a number of people that seem to dislike it.
Hence the idea: make these place stay after visiting them, like a resource (not like a bug, as it is now...). Of course, you could not build anything to harvest them, but once in a while, new adventures would be available at these places, displaying it with a glow, or maybe adding various animations depending on the available adventure. Likewise, the target places of the adventures could be spawn once and for all with the world (and some may be both target and sources of adventures).
This would also enable to make the world a more living and diverse, one of the complaint often heard throughout the forums.
Monster spawning
These places could become the places from which wandering monster spawn. It is quite frustrating to see them spawn from nowhere on the map to fall upon a caravan that had no way to avoid them.
You could even make it more subtle: if you fail to complete a quest in time the opportunity is lost and depending on its type, a new pack of monsters spawns with only part of the benefits of completing the quest (less treasure, or XP). This would not change the balance of the game, but would make it a lot more fun, I think. It would also make the quest level more important: as the world quest level increases, if you don't follow up, you will be unable to complete some of the quests.
Quest spawning buildings
One of the things that we casually see in RPG and not in the game is the fact that towns usually are the place quests are issued. You could have some particular building (like an adventurers' guild) in the town, that proposes quests; To have a real purpose for such a building, some of the quest targets could come to life, and letter spawn monsters without any point to get the corresponding quest other than the closest town's adventurers guild buildings. Several other buildings could propose such quests, linked to other benefits, like the tavern, marketplace or monastery.
Heroes spawning
The spawning of heroes could also be made through special locations, and the spawn rate could be grown with every nearby quest proposing building. Some (or all) quests could also be made to spawn new heroes (If it's not already done, as I could not advance any of my games enough to make higher than level 2 quests)
Random ideas
About minor factions with monster sovereigns : 
About riding dragons
. And what about giant spiders, drakes, and other things?
About minor factions giving quests, and about alliance with them giving special bonuses
. The enemies of these alliances would need to destroy such factions, of course.
About sea: it does not seem to exist any kind of sea monsters, nor sea battles... It would be nice. And sea resources, and special locations, too.
Have tooltips break down the damage and defence types would be both simple and nice.
I want to see undead armies roaming the land! It may be the very first fantasy game I see with no undeads... Especially with a spellbook called "Death"...
Ability to choose which resources are available around the sovereign/faction in the starting position, like always 1 fertile land, and two other resources among the possible ones.