I have posted before I am not a big fan of the way global mana has been implemented but it looks like it is here to stay so I have a suggestion for a way to balance it. Simply put make mana caps per anything that generates mana.
For instance:
Sov 1 Generates 2 mana per turn and has a max mana cap of 100.
This mana camp could even tie into the Sovereigns level something like 10*level capped at 100 (maybe 200).
Shard is captured that gives 100 (Maybe 200) additional mana capacity allowing for more mana to use between different casting types.
Have a hard global mana cap of 1000 which you could also make casting the spell of making that cost.
Also mana regen building could also increase the global cap by an amount comparable to how much mana they regen say 5 to 1 (or 10 to 1).
So a level 10 Sov with a mana regen building of +2 (using 10 to 1) and 2 shards captured (using 100) would have a global mana capped at 100 + 20 + 200 = 320 Mana.
This would limit mana.
Obviousley all numbers are subject to change for balance sake.
If this were implemented I would kick the mana regen rate up greatly, leave the caps in place, increase mana costs greatly per spell, and increase magic damage.
This would allow for more magic to be used to greater effect but limit how much you could use per battle.
My 2 copper.
Edit: Revision of the idea, potentially remove the hard cap and only have a soft cap so that to expand total mana cap you would have to build improvements to help focus for the channeler.