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The idea of making control acquisition or application more difficult has a fundamental flaw: it causes the game duration to increase, and it's already not short.
Therefore, in Heroes, the main focus was on adding new control spells to Fire and Water, while leaving the existing ones untouched or slightly weakening them (e.g., making them slightly more expensive in mana or movement points, reducing the range of direct damage, or limiting the number of teleports per day, etc.). Another idea was to give wings a basic Fly ability instead of an expert one.
In other words, the goal was to ensure that control is acquired within the same timeframe (or even faster), but that having control doesn't create such a significant tempo gap compared to those who don't have it yet.