Hey Sean,
I haven't been playing long, only got the game a couple weeks ago and started working with your mod maybe last week, but I noticed a few bugs (?) and I thought I'd post them here. Incoming wall o' text.
First off, monster lairs don't seem to spawn additional mobs once I've extended my borders over them, at least at the difficulty I'm on right now. I did an informal side-by-side comparison in the play through I'm doing right now (Pariden, Procipinee, Challenging AI, Normal/Unmoderate world, Large random map with 7 other factions, Dense resources/magic) and left a Forest Drake camp just outside my borders for somewhere between 20-50 turns, right next to an Escaped Jägernaut camp, a Slag camp and a Cave Bear camp which were all in my borders. During this time, two packs of Forest Drakes spawned from the Forest Drake camp, but nothing spawned from any of the other camps. Since I have expanded my borders to cover the Forest Drake camp (perhaps another 20-50 turns), nothing has spawned from any of the camps. I'm not certain if this is also occurs in AI territories or if this changes with difficulty, these are things I'm going to have to look into.
Additionally, I've found that upgrading army size does not take into account any resources the army uses. As such, if you're playing in the late game and do not have the metal or crystal to consistently produce the more resource intensive larger unit sizes, it makes much more sense to build smaller unit sizes, such as groups, and then upgrade to company size, as this does not cost any resources except a flat amount of gildar per size increase. With gildar typically being much more readily available than metal or crystal, it is possible to field much larger armies than your owned strategic resources allow for in this manner.
I don't know if this is something you can fix by adding the resource cost into the upgrade cost, or if it's an intended feature. If it is intended then I think that this design may be worth revisiting, because although I do like the idea of being able to compensate for lack of strategic resources with gildar (sometimes you just get shafted with the spawns), I feel that even if this is the intended overall goal that a) there are other avenues through which to accomplish this trade-off (e.g. trading with the AI) and
the gildar cost of upgrading the unit should take into account the resource cost (i.e. units that cost significant amounts of metal or crystal should likewise be a lot more expensive to upgrade in unit size).
I'm also getting an interesting effect when I demolish and rebuild ZoC enhancing structures (i.e. the Monument and Town Hall) where demolishing the structure does not remove the ZoC extension from the town and rebuilding it applies the ZoC extension again, so you can basically expand your borders as much as you want in a timely and cheap fashion by just rebuilding the monument over and over and over. I'm not certain this is a bug associated with your mod and I don't particularly want to reinstall to go check back in vanilla, but I thought I would mention it.
Overall, I've been loving the mod; it made the early game a LOT more interesting than before. One thing I would like to see incorporated is the road building trait on governors; I know you've said multiple times that you're working on an entire governor overhaul/tree but it'd be really nice if we could get that trait just until you finish the rest.
Edit: Another 30 turns into the game and a pack of Krigoths spawned from a lair which was inside of my borders. Still no mobs from any other camps (although now that I think about it, much earlier in the game there was a troll camp in my borders which also spawned mobs). Perhaps it varies by type of monster?
Edit #2: More bugs: Omen of Astaroth is non functional, I can click the spell and it comes up with the tile selection cursor, but then I get the error "Target is protected from offensive spells" over every tile/city/mob I've tried. Descension of Astaroth works just fine, though.
Strip mountain shows problems as well; the spell casts and turns a block of mountain into hills (and destroys any resources located in the tiles selected as well) but does not do anything more than that, no riches or dangers to be found.
Great Flood and Oncoming Storm both caused crashes as soon as I cast them (didn't even get to the tile selection portion). Diluvium also caused a crash, although I was able to select a tile and cast it (screen shook and everything) before my game froze.
Miracle Day casts on a enemy? And I didn't really see any effects but I didn't do very much testing.
No issues with Descension of Astaroth, Troll Legion, Ineluctable Vision or Break Realm.