So, in last stream (in recorded part, at least) there was a call to name things which should absolutely be fixed.
And there are plenty.
1. Heroes. There are Tandis, Verda, Drogan, and dumbies, which are not even worth the slot they take. I kinda like diversity of their abilities and flavour, but they should be useful if they want not to sit at my cities to the end of the days.
2. Units. There are soldiers and raiders. And dumbies, of course. Soldiers are dumbies, but they are the only thing available from the start, so it's ok. But speed and overall goodness of raiders makes them non-brainer. Possibly horses should be more scarce resource, or smthing. One-man units (like mage and paladin) still will be of no use because of how mechanics works - they are too weak and they get weaker bonuses from enchantments.
3. Domination. This is "cruelty" spell, which is basically hypnose for zero mana. No kidding. Hypnose for zero mana. When I've got it on 3rd turn, I've decided in first time ever to go heavy on clairvoyance and hypnosed all the staff SK frown on me.
4. Crafting UI. It's feels like a chore to craft and enchant things. So i find myself really trying my best to avoid crafting until it is absolutely necessary.
5. Shilds need flawless crystal (even more then one) to craft. Really? There is no point to waste it on shield. And, btw, I've tend to find numerous shields in lairs.
6. Battle spells. Long ago it was promised to make spells worthy. But really what have been done is their cost lowered. In most situations cost of the spell is unit move + sovereign cast. And I'm not going to waste it for 1 dmg/turn, really. Not for 14 dmg on target or 20 dmg to random, either. All worthy spells can be placed in opened spellbook.
7. Speaking of sovereign cast. It's unlikely to be changed, but it is horrible. Let sovereign cast it, not random soldiers. Now game have this combat round system, so one can have one cast per round. Two casts with clairvayance (and no need for more then one in skill tree). Make spellmastery sovereign's characteristic. And units' spellmastery will be used to read scrolls. Cmon, SK have elaborate systems at its core, you need just to connect them in nice way.
8. Stop ally unit stop at the middle of the road stopping traffic. Please. You can make roads x16 or x32 or whatever, but there always will be allies goofing around and making your speed effectivly 5x or so. And, please, stop placing roads across lairs. Nobody places roads across lairs.
9. SK's garrisons spawning out of nowhere. It looks stupid. And it's more stupid for SK to found fortresses, becouse garrisons are much better. They can be spawned everywhere (in front of player capital), very nicely protected, and produce armies much faster then fortresses. Long story short: don't spawn garrisons, please.
10. Doomsday. It is simply not going up. Even if player do a plentyful of cruel things. Possibly shard - attaking should be more relentless.
11. Sovereign personality. I mean all this courage and wise and cruel staff. It should be more cohesive. Now i can have one point in each and enjoy benefits of all this additional choices in quests and global events, and I can make a choice at final battle (not to say it changes much). Personalities should be connected, imo, so one can not be passionate and indifferent at the same time. Think of gods favor in Warlock.
There ore numerous other flaws one can find in SK, but there are the most problematic, imo. And this 11 alone can easily take the whole time up to relese, so i kinda have no hope.