i want the hp system reformed to be determined primarily by level (whether squad level or sov level) instead of directly linked to CON.
so a sov gets 10hp + 5/subsequent level
while troops might be 8 + 4/subsequent level
then apply constitution afterwards as a multiplier (so level 1 sov with 11con gets 1.1 x 10 = 11hp)
this would seem like a more consistent system. we are also then open to nice possibilities such as racial characteristics (ie, ironeers get 11con so +10% hp for troops, wraiths get 11 dex so +1 defence or whatever)
the numbers of course are totally out of whack; but the damage and attack system is being redone entirely, so this would need reasessing anyway.
i agree sovs shouldn't be walking over multiple units of infantry, but we also can't have a situation where archers or spells can just snipe a champion because of their low hp (currently very possible). merging into squads is a great idea. i think that squads need to be opened up and redesigned anyway, to allow things like combining leftovers.
i also want 3 men to become the basic minimum unit size. this would be the easiest way of giving battles a more epic feel and speeding up combat by putting fewer units onscreen. the first squad tech has become "essential" before building any units and this is wrong. a 200% increase in unit effectiveness is too much for one tech. starting at 3, then going to 5, 7, 9 is much better paced imo.
as for specialization: it's desirable but i don't think it requires a new game system or anything. mostly it could be done by improving equipment. you should be able to buy equipment for individuals before you are able to give it to squads. by the mid game you should have low level magical items for champs and good mundane items for squads. there should be a "craft" button on the store screen that buys items for champs with resources instead of gold for when you can't afford the latter.
if melee items are more achievable and effective, champs will be better able to specialize in this field. this could be done for magic specialization too by adding some "wizard's robes" to the store that provide less defensive bonuses but boost spellcasting stats. currently there is no reason not to take armour and this is also wrong. if people don't want to go down the magic route than give them another use for their mana, instead ofadding a new system. for example, a long term buff spell with low low requirements that permanently boost fighting abilities, but has a mana maint (like summons are going to have).