I like the idea for the two different assassin types but where is the guy who is basically an archer? Unless you make that a specialization under the Warrior/Weaponsmaster sub path.
Warriors raw damage spec, or the Assassins crit spec.
I still were under the impression you would keep the "Marksman" trait in the Assassin tree, boosting accuracy and piercing damage. This would just give each type Assassin the ability to choose archery, and then go the direction the player wants with his hero, instead of being dead-locked into "If you are an archer, you have to do it like this"
One every character is technically already a mage to start that has any spellbook. Therefore it should be the prim class of choice in the Elemental world as it is supposed to be steeped in magic (my opinion here and completely subject to debate).
I completely (and respectfully) disagree, while they have access to magic, you are basically saying "Mages should be better with more choices, because I like Mages better" (when I translate it anyhow). Assassins and Fighters are still half-mages with the ability to cast Firedart, no reason to try and lock them into the Mage class just to use they're spells.
The second reason is that if you were to add a second mage class the summoner you would then have to make two sub paths for that as well and that I have no idea what would make a good second path.
If you spend even more time on a mod or whatever, you can make a buff class, which would be good at boosting summoned or trained units.
Governor
-Administrator Tree (Same as what is currently in the game) Capstone would be road building
-General (Take all of the army effecting skills from the other trees and put them here.) Capstone would be the General trait similar to the class trait.
I always thought governors should have the "General" traits (boosting the army), so I like this, I just hope I can mix-match these, or at least generals have a slight bonus to city governing, and meaby Administrators can pick 1 or 2 army boosting traits.
Not sure about a capstone giving road building, but its not too bad I guess
(and I can't figure out what else it should be, except more unrest reduction and more growth)
You could move road building to the Governor trait itself, and move the normal Governor bonuses to the capstone (meaby boost them?). But that is up for you to balance, I like the general concept around Governors.
Note: these are also based around my own ideas and opinions ofc 
Edit: Went through a few edits to make the post more easily readable and correct some words.
Sincerely
~ Kongdej