Regarding the monetization scheme: it would be good to ask a "skilled comrade" to complete one goal and gather resources for it, followed by a demonstration of the result. This way, donors and all interested parties would gain more confidence in the success. This could, for example, influence my personal decision on how much to donate.
As for what would be interesting to me:
- the ability to adjust the maximum firing range of each individual ranged unit through xdb files (in the literal sense, meaning that the arrow won't fly further than a distance of n, and not that it shoots with half the power)
- the ability to remove retaliatory strikes from all units, except for those whose property is specifically defined in the xdb (as mentioned before, this is somewhat achieved by giving all units the property of an unreturned attack, but then the problem arises that retaliatory strikes won't work even for those who have "infinite retaliation," which is inappropriate)
Regarding spells, I agree with Waterfall_13. It would be good to implement not only spells that are implemented through scripts, but also a "universal template" for spells that can be configured in the xdb, and that contains the main options for actions. Such as area (attack pattern?), damage, healing, elemental affiliation, etc., so that not everything has to be configured through Lua, which is a bit messy, and could be avoided in most cases. In addition, the elemental affiliation of a spell is important for some abilities and artifacts (emerald slippers, lord of cold, etc.). Of course, this may cost some additional amount, although the possibility itself is more interesting.