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Let me summarize what has been said here and on many other forums.
1) I would like to see something completely new that harmoniously complements the good ideas from the old games.
2) More factions, but not necessarily based on race. We don't need just humans, just dwarves, etc. Let's have a sequel where the Sorceress has elves + dwarves + humans, and at the same time, the Knights only have humans (although, there was an orc among the heroes...).
3) More upgrades for units.
4) A dozen or two neutral factions would be enough; the main thing is to develop them well, otherwise, we'll end up with peasants level 3 again. And whether they move or not should be configurable before the game, like in Heroes 4.
5) A third level of combat - some kind of magical reality (but not in the air! And there's nowhere to dig deeper...).
6) Increase the possibilities of using terrain in combat and make sieges more complex.
7) Be sure to use the artists from Heroes 1-3 in the game's development.
8) To increase interest in the new installment of the game, release a new Might and Magic game simultaneously as a high-quality RPG, and not some Messiah, Crusader, Legends, or Nine...
Now, let's go over other games.
Warlords IV - 10 races, Warlords Battlecry III - 16 races.
Age of Wonders 2 - excellent use of terrain in battle and great castle sieges; 12 races.
Age of Wonders 2 Shadow Magic - three levels for the game - surface, dungeon, and magic space; 15 races.
Disciples II - a huge number of neutral factions, even more than "city" units; when creating a map, you can make neutral factions move; units are upgraded from 2 to 5 times.
And finally, let's think: after implementing all of this in Heroes 6, won't it turn from a potentially good game into a mishmash of ideas from other games? Because, except for the last two points about the old artists and the new Might and Magic, everything else already exists. Moreover, it exists in games that are comparable to Heroes, and not the other way around. So, do we really need it?