First, I want to say that I'm rather fond of Sorceror King especially in that it's the first time I've felt like I can give some feedback and have the chance to see something maybe change.
I wrote some prior feedback about version 2.0 but I wanted to give some feedback about the Priest and the Commander. I will also give some general feedback.
Priest: I like the idea so far with the priest's ability to heal the land and fight the doomtimer with buildings. That feels right. I played more or less two tiny games as the priest but not all the way through with one. I should point out that I didn't use Destiny's Favor in one of the games them once. The useful destiny's favor item are too far down the sovereign ability line to be of much use. Additionally, the Destiny's Summon (I forgot the name) only had 4 hitpoints. I'd never summon something like that if I knew it would surely die. The sovereign paths for priest were not nearly as fun as the tyrants for sure. Plus, I almost always value a bigger army first then other things second.
I can say without a doubt that the cleric should start with the visions ability. It's one of the defining features of that class. Otherwise, the different buildings are a nice touch for fighting the counter. I would like to know why the priest starts with a mage that offensive. I would have thought a very strong cleric. The cleric certainly needs to be buffed. I never recruited one.
Commander: I like the sovereign tree. It focuses on making better troops and that seems to play the part. I like the Varda is the hero and she's quite useful especially if she gets maul. The only concern is something I'll share about spellcasting. Knights might be overpowered but I'd rather see the other units be made more useful instead. If I could build two doomstacks of Knights then nothing would kill them.
General concerns:
in every game I've played, the game has always boiled down to this component: find metal and horses and build a doomstack of knights (or riders). The knight is even more powerful than the rider. I've not played one game where I haven't won with rider's or knights. I stopped using the paladin, archer, mage, cleric, pikeman, soldier (which is almost a waste to make earlier game), and anything but rider. Nothing beats six riders, a hero, a krax destroyer (as a gift) and perhaps another hero if one can be found. I've made plenty of clerics and mages but they are so squishy with bad initiative that it isn't worth making. Plus, all other classes except maybe pikeman do considerably less damage. I'd call for the other classes becoming more useful before bring down rider or knight usefulness. I might just be good at utilizing them.
The road spell should cost 1 or 2 mana at most or keep at five and allow pioneers to build roads.
Crafting overall: So, I like crafting because I agree that gold would be gone and other methods would have to exist. The problem for me is that I spent my whole last game crafting only twice: a chain coif and chain shirt for my hero. Afterward, on a tiny map, I didn't have enough supplies to equip the troops that really needed buffing. There is simply too many troops to equip and micromanage otherwise. Now, truth be told, I might have felt differently if I had enough supplies to equip my troops as I recruited them. I would say though that if weapons can't be upgraded then I don't think armor should be upgradable either. I'd rather have full control or something simplified.
Minor crafting UI note: when I craft an item the list of available units will be everyone I've trained. It would nice if there was a button to avoid the administrators in the cities or pioneers.
Additionally spells per battle: this was brought up by someone else but I've avoided these sovereign choices until I've nothing better to choose. I'm not saying that an additionally blizzard isn't useful but I never, until the end of games, had enough mana to cast more than once anyway. Plus, I was sacrificing, often, a useful unit from acting. That is good balance though but for more normally battle, I don't need more than one cast. Additionally, if I happened upon a mage then I was provided a chance to cast even more and therefore making the sovereign tree more or less useless. This isn't to say that casting blizzard on the sorceror king 5-8 times isn't fun.
I've heard Brad say that the mana cost are too much and maybe reduced cost might make the trees more useful.
That's all for now if you read through this but I see a great game in SK. Keep up the good work.