Nice changes. I've been taking it out for a spin, here are a couple things I've noticed.
+ I was able to equip weapons on non-hero units w/o enchanting them first woot 
bugs
- enchanted weapons still ignore weapon requirements so I can equip my swords or even bows on wolves spiders etc- pretty sure that is unintentional.
- The vorpal summons sword/spear/bow of the tinkerer are invisible when they are summoned.
- Tinkerer's Archivalist skill grants lore/skill on minor race interactions but shouldn't
suggestion:
? There seem to be no equipable spears in the game, so I'm not sure what I'm supposed to equip my pikemen with? Adding spears would be great.
+ Loot mining (the skill that creates chests next to resources) should be changed to add directly to your income, picking up a respawning chest just isn't really fun and is too micro.
+ Warrior’s Might mana cost should be reduced to 1 to make it useful as a very low cost spell that otherwise wouldn’t be used like summon skeleton
Late Game Unit Scaling
+ consider doing a pass through the quests to up the unit count of single unit quest rewards like the swim/lifeguard quest that grants a single swordsman which is pretty useless even early game.
Increased Intelligence of Minor Race Units
//If they don't have a destination (ie. they're not moving) and the tile they're on is a Road, then they will find a nearby non-road tile to move onto.//
How about if they don't have a destination they go garrison their capital, then other towns, then camp on the side of the road? That seems a little smarter and should even speed up the game a tiny bit by reducing the on-map unit count.