Instead of just gildar, what about gildar + influence. (same as negotiating with other sovs)
So by adding influence, you can reduce the cost in gildar.
Also, have champs who have chosen path of the governor, only gain experience when they are stationed in a city.
What is the point of having my uber administrator out in the fields tacked onto an army just to get experience.
This is a sentiment I hear all the time, but which I do not understand. My governors are out in the field a lot. Actually, they are usually the ones who end up leading my armies.
In my current AAR (which by turn 150ish is more or less won, ridiculous, large map) I ended up with two governors, Gaylyn and Janusk.
In the very early game (turn 50ish), I used Gaylyn to grow cities fast, and to boost the defense against shrills wandering out of Curgen's tomb.
In the early game (turn 80ish), I used the two governors to allow border cities to get to level 2 without suffering unrest while building government buildings.
In the mid game (turn 110ish) , the governors were keeping newly conquered cities producing and researching at the best rates.
And by the end of the game (after turn 129) the governors are leading armies, and conquering cities. Their unrest bonuses come in great once they take a city, and they get extra levels that allow them to hold their own in the field. Janusk has been the star of my last update, and I really do not see what purpose would be served by crippling governors by preventing them from learning from combat.