Hi,
I got interested in this game when I heard someone is working on a remake of the old Master of Magic - one of the fist games of its genre. In many ways this game has done great, but I feel that the magic system falls short of what the original Master of Magic had.
I don't expect the magic system to be same as in Master of Magic, I just want the same level of complexity and thought put into it. Here are some specific points:
1) this game is lacking the concept of resistances and immunities. We got at least 4 types of offensive magic: earth, water, fire, air. There should be defensive spells that increase resistance to specific type of attack. There should be items that increase or reduce resistances. And there should definitely be monsters with specific resistances and immunities - like Fire elemental should be immune to fire. These resistances should be clearly displayed and easy to understand.
2) tactical summons - why not have ability to summon creatures during tactical battle? that was very fun concept in Master of Magic
3) strategic spells that take more than 1 turn to make. It seems like right now, you can only cast what you have mana for at current time. There's no concept of working on a hard spell for several turns. That would give ability to cast something that costs more mana than your channeler can handle.
4) Stronger magic - I seen some people already mention that magic seems weak. I haven't played till late game for various reasons, but I played quite a few games to about mid-game level, with level 7-8 spells and tech. The early game spells seem to be fine, but later on it doesn't feel like it's progressing much. Not only the spells seem weak later in the game, but you main guy's mana limitation of 15-20 also seems weak. There's not much room for really cool stuff. I tried imbuing some champions with essence - they get about 3-4, which is ridiculously small. And when they cast even the simplest of spells, they seem to get very little damage out of it.
5) more strategic and tactical enchantment options - there are some nice low level enchantments, like +2 offense, defense. But in mid game those are very weak in comparison to all the character equipment. Also, there's no graphical representation of enchanted units. Master of Magic had visual effects which I thought were cool. I also liked the idea of magical upkeep - some permanent enchantments required certain cost to maintain, so you couldn't do too many. I don't think it would work well with current Elemental setup tho
6) more emphasis on magical shards and crystals. I know that right now, controlling a shard increases your tactical spell damage. Is that the only effect? I haven't seen any other. What I would like is to have special spells that require you to have certain number of shards to cast - spells that should be available for mid game, not just late game. Shards should also be useful for strategic spells.
Lastly, this may be just a personal preference, but I really missed the idea of Life and Death magic books from Master of Magic. They should be mutually exclusive. There were some really cool spells on those.
Overall, my expectations coming to this game were that this game would be heavily focused on magic. Instead, there's a lot more emphasis on tech and basic units. Unit customization options are nice tho, I like that.