I got the feeling that you don't understand balance.
I looked at this 5.5 version. There are many interesting new features, but also many controversial ones, and some controversial hero classes. Why remove unique castle abilities from heroes in favor of questionable skills? Orcs with magic, when they can't learn magic in the castle? Every level-up offers the opportunity to learn Logistics for any hero. Why would an Inferno hero need Necromancy? And so on. Plus, the game crashes from time to time. It might be interesting to play this mod on scenario maps, but not for Multiplayer.
When I said that I could change something in this mod that I didn't like, instead of that, you asked me to create new, unbalanced/fun mods...
Imps are quite unpleasant creatures with 13 initiative (with artifacts, you can even get more than 15), they can drain a lot of mana (or even all of it) at the very beginning of the battle, before you can do anything with them. This is especially unpleasant for factions that cannot replenish mana during the battle or have a small amount of magic knowledge. There are indeed some strange changes, but the imps are fine.
Unique racial abilities are still in place. It's just that some abilities, like the Sign of the Magician or Enhanced Magic, have become available to all races. However, the League of Shadows still has the Chain Lightning spell, and they are a priori the best in Chaos magic.