I agree with the OP as well, that for higher difficulty settings the SOV levelling is by a far reach the most viable approach left.
And that is not part of the core play idea of an empire SUPPORTED and not dominated by heroes (at least if I may believe this quote by Derek: "The core experience of Fallen Enchantress is building, leveling your units, leveling your cities, designing units, building things." here ).
Maybe I'm mistaken, but my suspicion is that the difficulties Ridiculous and Insanity were not introduced with any serious balance in mind but more as a clear marker for gamedesign, of what would need to be fixed. Namely, if it is possible to beat that level consistently, it is not intended to be possible and the balance will need to be addressed. Maybe I'm wrong, but that is my suspicion, the adavantages given are just so Ridiculous .ie. Insane
So what is making sov levelling so powerful atm? The Issues I'm seeing atm are:
1)The possibility to walk everywhere completely unmolested (Trait Masterscout) - my suggestion would be to remove the NOT attack switch, the movement by itself is already awesome - I personally never use that skill anymore as it feels as if I'm cheating.
2)The ability to run circles around some of the tougher mobs in tactical combat (very tough mobs like obsidian Golem with only 2 movement, but where even only one hit would probably kill you), with sufficient initiative and movement of 4 (horses). This is based on the Tactical AI making only one move and then stopping (for extra defense I'm assuming), when it is not able to reach the opponent, but is inside the movement range of the opponent. With unlimited turns, and as long as your initiative is sufficiently higher it is possible to keep chipping away at the mob, even if it takes forever. - My suggestion here would be to change AI programming to maximum move for closing in on enemy with out any regard for defensive bonus, as long as the power relationship is clearly in favour (STRONG vs MEDIUM etc.) AND/OR to install a max turn limit of something like 50, with anybody still alive at the end returned to starting health.
3)Wilderness is too easy/non threatening. Mobs are moving too slowly and allow easy picking off of monsters one by one. They seem to only attack if directly next to them, and even then only sometimes (still love the popup window even if most of the time nothing happens ). - My suggestion here would be to allow mobs to move at least 2 moves (not only the one) while looking for an opponent. Suddenly mob congestions would be much more dangerous.
Some steps have been taken along this route. Below a screenshot of 3 Obsidian Golems running FAR outside the imperium borders (imperium is located behind mountainrange to the east), but they were still only running around (admittedly scaring the bejeezus out of me the first time around, as I had only lvl 3 or so heroes then) and not attacking anything.
