The general issue with the paths is they simply aren't yielding fun, interesting, useful, tangible upgrades every level, which they should given the rarity of higher level champions and the severe penalty of grouping champions together, and simply because fun gameplay is important.
Then there's a general lack of focus within each path, coupled together with "deep roots" which extend quite far having to go through Generic_StatUps#1-4 to get to the "fun" stuff such as new spells or abilities.
A key part is the trees should open up with multiple paths/choices from the get go, each symbolizing different paths/specializations within the Overall Path choice. Diversity must be one of the key mantras.
"General" traits needs to be removed entirely, save for the Magic lines (Air, Earth, Life, ect).
Also there generally shouldn't be any traits which simply only yield a StatUp, it should ideally be a StatUp + a passive or an active strategical or tactical ability.
A suggestion for a different take on the paths.
Hunter
Sub: Ranger, Forester, Warden
- Bow specialization
- Spear specialization
- Movement, Scouting, Exploration
- Bonuses vs Beasts
- Summons/Recruitment/Taming of Beasts
- Increased effectiveness of Beasts in Hunters army
Warrior
Sub: Weapons Master
- Generic weapon specializations
- Additional weapon abilities
- All arounder, Raw Damage
Mage
Sub: Sorcerer, Summoner
- Magic emphasising traits
- Summon emphasing traits
Defender
Sub: Knight, Protector, Healer
- Shield specialization
- Passives for boosting Army
- Active abilities for emergency/shield/block on allies and self
- Protection against magic
Assassin
Sub: Rogue, Bandit
- Dagger specialization
- Critical Strikes
- Stealth, Avoidance
- Debilitating (debuffs) tactical abilities
- Saboteur strategical abilities (Against enemy armies, cities)
Administrator
Sub: Merchant
- Mobile shop (Champions/Henchmen can shop at this Champion)
- Hiring NPC units, (bandits, trolls, ogres ect, humanoids)
- Passive Bonuses for being stationed in city: Reducing unrest above 5% champion default, increase in production, research, mana, gildar ect.
- Reduction in unit costs (crystal, metal, horse/warg) ect.
These are just some general notes to convey the idea of the paths, not meant as a definitive "this is the only thing they should be able to do" list.