First of all, I am happy when I first came across the 'original' Fallen Enchantress. I actually wrote a review it on my language, and tone was encouraging. The game has huge potential, but lacks some polishing. Eventually the changes on Legendary Heroes seem to be very good, but there are few things still making occasionally pull my hair off.
A topic of 'AI Swarming Borders' tells the obvious. Neutral AI pioneers and random armies should be able easier to lock out of player's territory. There is non-aggression pact for access. It's very frustrating turn after turn sending an ultimatum to secure some land from over-eager pioneers. Best solution is to have auto-demand option available e.g. on faction list window. Check to enable / disable movement, mimicing diplomatic view when demanding other faction to bug off.
Tactical map initial positioning. It's so very annoying have units placed on battlefield so that they cause as much trouble as it can. Chargers are on back rows, weak and perhaps low initiative units are in front etc. We ought to have a basic tactical placement. It could be checkered window, where you position your troops and this template is then used when going into battles. If there aren't anything set then use the default positioning.
This might be bug, but on some tactical maps, at least on city attack / defense some archer units go into non-accessible spots. They can be downed with ranged weapons, but if they can on foot hide in a building then troops on foot should be able to follow.
If you happen to have a summoner why can't summoning tooltip show all the current bonuses and calculate the outcoming level of a summon?
Unrest. I know why it is built in game, but it's not logical throughout. Taxes of course generate unhappiness, but number of cities? I'd make some changes. First of all, large population when pushed too far is of course a very bad thing. So, as player expands and expands population could start making occasional demands. 'We want an inn and not your stupid Tower of the Swords you have planned'. Meet the demands and all goes well, ignore the demand and see unrest rising. Small population can be forced easier to stay content, but large faction should face devastating consequences. For example, player needs to donate 1 gildar per population as one-time payment, you can call it 'entertaining' or 'tax return', whatever. If this can't be met some cities might want even to switch factions. Lesser events could end up in refusal to pay taxes, stop working on a crystal mine etc - for some time. All in all, population should generate the threat of more furious outcome when player fails to bribe people to settle down. Fame could be used as an alternative 'currency' in addition to gildar. 'We obey, because you're so famous, but we won't be as nice next time.'