Right now there are some problems with unit design and balance. Units don't feel uniqu and elite units dominate the game. Here are some ideas on how to fix this.
The Strength Trait Should Be Removed
The strength trait is undoubtedly the most popular unit design trait and that is why it should be removed It really has no reason to exist because you should add it to every single melee unit ever, and adding it is pointless complication. All it does is allow you to place heavy armour on units. However heavy armour already has a production cost so there is no reason whatsoever to have a such a superficial trait. Instead the game would be better off and much easier to balance if all units had the same base amount of weight capacity, instead of there being a equip everything for free trait. Simply reduce the weight of armour a bit to compensate.
The Elemental unit design process is based off ship design from space 4Xs. In these games are there cheap starting upgrades that increase the amount of weaponry and armour you can jam on a ship? No, because you would always get it and it would make no sense whatsoever.
Reduce Unit Traits To 2
The amount of traits you can give trained units should be reduced to 2. Right now with 3 you can simply design units that are good at everything and have no weaknesses. If I want to design some archers for instance then I can add quick, precision, and fury. There is no trade off here. Every archer is a super archer. Instead it would be better if you actually had to pick only one or two, to choose between fast and accurate archers. If I actually had to make real choices then unit design would be much better. It's too easy right now to make jack of all trades super elite units. This is a serious balance issue as well because it makes elite units much better then cheaper ones and encourages the current use of super stacks.
Remove or Reduce Weapon Initiative Penalties
Different types of weapons should not have initiative penalties, instead they should just weigh more. Then we might actually see some trade off between damage and armour on units, instead of always piling on as much of both as possible. The trade off between speed and damage would still exist except on the strongest of units like warrior champions, and this is fine.
Add More Racial Unit Traits
More racial traits would help units from different races and factions feel unique. It would also help with champion differentiation. See here for some ideas. All the current races play the same in tactical combat. It would be nice to have some diversity here. If units from Magnar played noticeably differently then units from other factions then maybe they all would stop looking exactly the same to me.
Reduce Non-Champion Unit Experience
While the hp from levels has been drastically reduced it is still to easy to get units to level 6-8. This means even a small hp boost per level becomes huge. This makes elite units nigh immortal late game, leading to super stacks that steamroll everything.
Early Game Heavy Armour
This is a longshot but unit design would be greatly improved if we had some choice between armours early game. Right now it's leather or nothing.
Reduce Health Regeneration.
Units in stacks heal themselves fairly quickly. This encourages the use of only 1 large army. Health regeneration should only happen in cities naturally and slowly. This would slow down stacks of doom and allow them to be worn down.