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Regarding the desynchronization between the fist hitting the ground and the lightning strike, the same issue occurs here. If the lightning is triggered earlier, the creature will play the damage animation before the lightning actually hits it, even a couple of seconds before, or even when the lightning has already disappeared. We just weren't lucky with the attack animation of the Titan from Heroes 7; what can you do? If you adjust it to the timing, it looks awkward (too slow or too fast, etc.). The Titan actually has two attack animations, but I only use one because in the second one, it just stomps its foot next to itself, which doesn't look good at all.
However, there is one option that could be implemented. We could add a piece of the ranged attack animation to the beginning of the melee attack animation, where the Titan forms a green sphere. This way, the Titan would first form the sphere and then hit the ground. This would solve two problems at once: it would create a "Tesla coil" effect and provide the necessary delay for the timing to work correctly.
But I probably won't bother with all of this because I'm already tired of doing what objectively needs to be done, without any subjective preferences. But who knows, maybe I'll implement this later, what I described above. Because the idea is actually good, it just requires more time to implement than it's worth.
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