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The only thing I would like to add is that heroes of the same race should have different development paths (2 or maybe 3) – a difference in the probability of skills and characteristics appearing, so that you can choose a hero depending on the development strategy (a greater emphasis on magic or combat characteristics; defense or attack, for example).
I am strongly against it – this will not increase the number of tactics, but simply reduce all races to one template – as it was in the third game. Now, in Heroes 5, each faction has its own hero and its own gameplay scheme.
For the fifth Heroes game and its skill trees, this would be superfluous! In principle, even now, when choosing which hero to play, you look at his starting skills! And in principle, you can conditionally divide them into mages and warriors! For example, if you take Razazak, you will most likely end up with a kind of warrior-mage, and if you take Orun, you will get a pure mage! For me, this seems more interesting than it was in the third game.
No need. As mentioned above, individuality is lost. How will a warrior academic differ from, say, a warrior warlock? It might have been a useful feature in the third game. But it is not for the fifth game. There is no need to drag anything into the fifth game. Otherwise (further follows IMHO) it will become a mess like Heroes of Might and Magic Online.
I am against dividing the heroes of each race initially into Warriors and Mages; such a game already exists, it's called Heroes of Might and Magic 3. The fifth game has its own unique features. What I would like to see is more pronounced individual specializations. It is especially important to improve the heroes that no one is leveling up now, such as Faizel, Irbet, Alastor, and Freya.
The only game in the series where the Warrior was useful was the Barbarian hero with immortality potions from Heroes IV. In all other games in the series, the Warrior was turned into a Mage.
IMHO, it's not needed.