I would like to see a difference between:
- Current "battle mages", with the staves, as just damage dealers. You can have bigger unit size (from 3 to 7).
- Real magicians, able to cast spells. These should be one-man units (or up to 3) to avoid OP. To deal with them, my suggestion:
These units are created from a new trait that could be called, precisely, Channeler. This trait allows the unit to channel the mana from empire to cast spells. The trait should be unlocked with certain magical tech, and requiere some crystal ... I would also add +1 or +2 spellpower/level to the trait, to allow them be more effective with level up.
Then the 2 traits left could be individual spells, to choose from a pool. The pool is already created for the henchmen, and there are some other spells already created (like opression or confussion). Summonings could be nice too. Healing spells...or even skills like daze, entangle, root,... This unit would give a lot of design options.
Finally, to avoid the "critical dagger" bonus, I would give them only staves, but that is optional...Just to not create a channeler with a boreal sword...but thinking again, why not?