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I agree with Ment's position – there shouldn't be a mishmash of abilities; we discussed this very recently in the WGE thread, so I won't go into detail here.
Regarding balance: I don't see anything wrong with having strong creatures, but they should have a corresponding level/strength. And in general, it's better to evaluate new units not as "strong," but as "interesting," "unusual," or "unique," i.e., those that stand out from the others in some way. In general, as I understand it, this mod should bring diversity to the gameplay, refreshing the monotonous clearing of neutral stacks, and at the same time, this mod does not aim to adjust the game's balance, so thoughts about the AI's strength seem inappropriate to me. The solution is simple: no matter what abilities a unit has, if they are appropriate for it, if they correspond to its description, name, and visuals, then let it have them, and it would be foolish to cripple it, but evaluate its strength/level adequately!
... И древний лес, роскошен и печален, Блистает там воздушностью прогалин. Но между кедров, полных тишиной, Расщелина по склону ниспадала. О, никогда под бледною луной Так пышен не был тот уют лесной...