You think magic is overpowered ? I think not , an army consisting of archers and even better catapults can sometimes one shot a sovereign and its very unlikely hes able to cast anything at all. Its getting better , yes but theres still a huge balancing effort to do. The defense stats is oversimplified, units should have specific strenghs and weaknesses.
I think catapults should not be able to hit a sovereign, they should be able to hit infantry , get a bonus when attacking units garnisoned in cities, but not be able to crush everything at will. Medieval armies were using them for sieges.
Cavalry should be devastating against archers and catapults , high defense versus arrows and projectiles, but weak against infantry equiped with long spears.
Sovereign and champions should have higher evade skills, and should start to take heavy damage only by strong monsters , strong units with good equipments, and off course other sovereigns and champions.Right now they are decimated by a single volley of arrows or a basic infantry.
Spells must be more specific and specialized, i still see no reason to use most of them. Now the fact the shards are rare and give big bonus force specialization and thats a good thing. You choose your spells according to range and now according to your best shards, but now we must have spells availabe only if you own a shard as well, much bigger buffs, rituals taking mutiple turns to cast , consuming ressources,and immobilizing the sovereign. Take MOM as example. Right now its worth researching the nukes according the shards you own, a teleport spell, maybe lower moutain .
Well at least we are getting there i hope, game is much more smooth, stable, and IA more reactive now.