Hi there,
after investing about 30ish hours into legendary heroes, I would like to provide some detailed feedback:
1: Heroes:
In General, skill tree and the random trait gain from Fallen enchantress both have their charms. What about combining both?
At each level up, you get to choose between some random gains (these could also be stat gains) and place something on the skill tree too. I believe this has already been suggested several times. I am also strongly in favor of A) Mercilessly cutting chaff (most passive skills, hand these out as extras on level ups I guess) from skill trees and
moving a lot of skill much farther to the start. One can improve things further by adding skill synergy between different skill tree parts (Got Earth Magic and Hydromancy? Bingo, Mud elementals for you!).
A suggestion for the commander/general skill tree: Add extra unit boost actions. Ideally, one should be able to spend all the turns with something better than making puny attacks with the hero. Give "unit will crit next turn", "unit will get a major defence boost next turn", "unit will get X counter attacks next turn" etc. skills. A warrior could also have some army synergy, like adding traits that cause panic if he kills a pixelman to that unit, or traits that add initiative to your units if he kills something etc.
2: Armies:
Everyone who is not a golem is a glass cannon. This is also a major factor contributing to cavalry dominance, since getting that first turn hit in is really important. The bigger factor of course is that there is no reason to not be mounted, ever. My prefered solution is to make unit sizes more flexible, meaning that infantry gets more guys in their squads than cavalry. I would also be in favor of boosting HP by 50% accross the board.
3: AI Unit design
Is it perhaps possible to crowdsource this? I really like designing units, perhaps one could add some string parsing from the description in order to give the AI an idea on when to build them (or add in an extra AI readable field with "build in low crystal, high metal conditions against high defence/high HP targets" that would be a lot easier).
4: Cities/outposts
I would be in favor of adding some "siege" mechanic. For example, every fort level means that your armies needs to spend 1-2 turns with reducing this fort level, unless you have sizeable amounts of siege weaponry with you. Siege weaponry could either be catapults, or suitable high blunt damage weapons, or troops with a "sapper" trait, or being a really big nasty monster. Outpost should get a "fort level 1 upgrade".
I also think all outpost production times should be scaled down a lot. Does it make a lot of sense for an outpost upgrade to be far more expensive that the outpost itself?
(I actually found a nice use for outposts, have a choke point completely blocked by a powerfull fortress, built a outpost right behind it. However, in terms of production, you could get a lot of cavalry instead of upgrading the outpost, so its fairly meh anyway.)
5: Resources:
Make resources matter more, and give different options for using them.
I hope that didnt sound too critical, I think Legendary heroes has the foundations of an excellent game!