* Why does every damn level-up perk have to be in some kind of tree/prerequisite set-up? All of the perk options should be available to choose at any level, being more or less of equal power, with the principle of choice being the ultimate limitation. For instance, as it is now when leveling Tandis the player should always pick the bottom row first, because the options are just better. Also, the perk lines just don't make any sense within their own continuum.
*After thinking about this for a while, there are two mechanics which I think could use a major overhaul or complete rework: Sovereign leveling and Heroes being randomly placed around the map.
The player should choose a preset number of Sovereign abilities at the beginning of the game, and that's it. Her power should be static throughout the rest of the game except for the spells she casts and the potency of said spells. Spells with varible effects should be very much more reliant on the shards, because supposedly they are important or something, and the Sovereign's spell mastery also should increase with the number of shards under the player's control. For example, the spell heal should heal 10+10 hp per shard because the shards are important or something and 10+3 just doesn't scale well with the game (number of shards available vs hp to damage ratio.)
Random hero placement on the map was removed from the Elemntal series for a reason: it sucked balls. The sovereign power corner of the Magic triangle could become a Hero summoning point, like the Fame resource in LH. The bulk of the player's heroes would come from this mechanic, and some may come from quests. The number of heroes available to choose from when the time comes could be dependent on the number of Summoner's Gates one has built in their cities (plus one for the capital city.)