I love the new faction skills, they add essential depth and variety. But some of them need some adjusting, IMO:
Rush: a great skill, your melee troops rush to the front lines
Double Strike: another great skill on paper (I admit I haven't tested it yet
)
Flame Tongue: this one is lacking. In my last game it never did more damage than standard attacks. Up the damage to level x2 or so, add the burning effect, but remove the unit multiplier. Might need to increase the cooldown, too.
Soul Spark: mana cost is way too high, especially early game its just unusable. I want this to be a spammy-kiting skill: drop the cooldown to 1 turn, remove the unit multiplier, lower the cost to around 3, have it deal something like 1 damage per level plus one per shard. Then you can run around the field, slowly shocking your enemies to death, which strikes me as the glass-cannon magic-focused Amarian-style.
Wraith Touch: A great idea, perfect for the race that doesn't heal, but currently it deals far too little damage/healing (is it my imagination or does this only heal, deals no damage at all?). It needs to be at least level x2, possibly at a range of ~3, maybe reduce the cooldown.
Fortify: very useful skill, and requires smart tactics when deciding where to place it
Guarded Strike: good but not great...kinda undecided on this one
Berserk: needs a buff. If I'm going to forego all the new skills LH added then it better be worth it. Add 1 attack per 1-2 levels or something.
My two cents.