It seems to me the game has swung between two extremes: total mana global pool vs. total personal mana pool.
Each system has their pros and cons but the major problem that is plaguing the game is: what is the role of the sovereign and heroes in the game?
How are they suppose to relate to the main army units?
There seems to be a desire to restrict the number of supernatural creatures (or they are saving it for an expansion - i can't follow the story of the gameworld well enough to figure this out)
Problem #1: the sovereign dies if combat is lost in enemy territory. This is not a complaint, i just never want to go into enemy territory with him so that leaves me to hunt monsters with him and defend my land, same thing with the spouse. Previously the cost of the sovereign dieing was -1 to essence pool, not sure what the new mechanic is essence.
things that can be done with total global mana pool:
we are currently restricting it by an extreme limit on how much mana is generated every round.
# of spells cast per round of combat i believe is still done by action points - 2 per spell ?
int restricts the power of spell a hero can cast and boosts damage.
seems you can choose to imbue your champions as needed and they can continue to cast spells in combat as long as they have action points and global pool available, then when the fight is over you can cancel the enchantment. Good for when you chose to initiate combat but bad when you are surprised.
we can have high powered casters with few spells per day (high int, low action points)
we can have high powered casters with many spells per day (high int, high action points)
Things that can be done with a total personal mana pool:
we have a dynamic pull between imbueing are champions or hoarding magic for the sovereign. I didn't think this was much of a problem since i never wanted to fight with my sovereign ever again after i got some heroes rolling.
Problem with this system: summon spam was a problem - well, really it wasn't a problem, maintenance cost per round per summon creature was too low for the power of the spells.
It was too easy to raise the mana pools of heroes in this system and you had a multiplier effect where 3 pool from the sovereign would be imbued into a hero and turn into 12+ mana with just a bit of experience and essence boosting buildings (it was limited to 1 per faction, plus the ones you captured from other kingdoms)
Using this system we can have spellcasters who have different types of limits on their casting:
we can have high powered casters with few spells per day (high int, low essence)
we can have low powered casters with lots of spells per day (low int, high essence)
Heroes that don't use magic:
melee.
archer.
things we can do: It would be nice for heroes to be able to learn skills that can boost their abilities - so many different ideas can be implemented to make heroes useful inside and outside of combat. It would also be nice to do a double damage melee strike without needing mana.
We need more unit types so heroes can boost their abilities - if you dont want supernatural creatures, then we can do blunt weapon boost, slashing weapon boost and archery weapon boost - a combat local tech boost could do that very easily.
more variety of city boosting/ boosting things outside of combat would be nice. Perhaps a hero can gain a level up bonus for themselves such as: a hero who can generate 1 gold per turn can gain the ability to give a % boost based on the city level they are stationed in.
There are lost of things can done with this system. It is simple. It is robust. It is flexible. Feats are written in the manual. These are things that make our heroes into individuals. Why not make them into some kind of local tech advance that effect a group in one city or one combat rather than the whole kingdom?
Ok.
In rereading my message, i realize that it went in a different direction then what i intended to go in, but i find myself in a better place for it.
My new opinion i not that the magic system, current or previous, is broken but that it is the poor implementation of heroes and their differentiation from both normal units and sovereign. It implemented as an open ended system and everyone gravitated to the two biggest things items that took advantage of this: summon spamming and the mana pool multiplier effect from the sovereign imbueing champions, a ring that granted +1 to essence pool was removed from the game because it allowed heroes to be imbued for free. That's not a fault of the ring but bad error checking on level up.