I've just finished up my first full game of FE with Krax and I'm happy to say that the game has finally "clicked" with me. The factions feel distinct, the combat felt more satisfying and the outpost/city building is interesting.
I encountered a few bugs:
1) The disappearing action bar after casting spells in tactical combat.
2) After conquering a city, an immobilised champion of the conquered faction stayed in my city (or appeared on top of the city in the strategic map) and I was spammed with "enemy unit in your territory" messsages. This disappeared once the faction was eliminated, or the champion was restored to health - they happened around the same time.
3) Graphical glitch when using elemental ranged attacks - the attacks would come in off screen and hit the target, instead of emitting from the firing unit. This seems to happen with mage staff weapons, and sometimes with spells.
Suggestions/balance/annoyances:
1) Playing Krax vs Gilden is incredibly confusing, as their colours are too similar. Gilden was my main opponent and i couldn't tell territory and units apart on the strategic map.
2) Standard units feel quite weak compared to champions. The mid game units of the respective factions would plink away at each other, doing minimal amounts of damage, until a champion would swoop in and smack them down in one shot. This wasn't even max level champs, around lvl 10 to 15. Perhaps raise the damage of units a tad, or change the way armour works, as of now even a full stack army feels anemic.
3) I was cancelling multi turn spells more often than not (especially fireball). The change between right click actions/attack and left click cast spells/abilities can cause a little confusion, especially in big battles when you have many high initiative troops. Maybe change the way spell cancelling works: either give the player more notification that they are cancelling their casting, or change it to a button on the interface, rather than a simple right click.
4a) I was floating a lot of mana late game. There was no reason to spend it as my super champions were running around rampant and there were no late game spells that were worth casting.
4b) It's almost always better to attack with your champions (at least from the mid game onwards) than cast tactical spells, aside from a few buff spells. Perk suggestion: A new perk that halves the initiative cost/time cost of casting spells. It would make mage champions more intimidating.
5) The early game seems a little slow. Maybe just my opinion, but the first few construction projects take a little too long, and the reletive cheapness and value of pioneers takes precidence over almost anything else.
6a) City level improvements are uninspiring. They seem to offer reletively little benefit, and they are expensive in time and production capacity. Maybe they should be built automatically on levelling up, or not take up your production queue when they are built (but still take time to be made).
6b) You can't inspect a city when choosing a level up bonus. You should be able to see city details before choosing a bonus, as they are permanent.
Thanks for taking the time to read this, and taking the time to make Fallen Enchantress great. The more time you guys spend on making each faction distinct, each spell feel "magical" and powerful, means that the game gets incrimentally better!