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I remember seeing a review of a mod for Disciples where freezing units was a core mechanic, as their abilities changed as they leveled up. And even in the vanilla game, there's a point to freezing units; for example, a ghost and a witch control much better than a shadow and a succubus with their 50% "hit or miss" chance.
But I don't like this approach. I invest resources and experience into a unit, and I want to see it flourish, become faster, taller, stronger, and better in every way. And if a unit is already good enough by default, why bother building anything else? It's boring. If you're going to do something interesting with upgrades, I prefer the approach from the second game in the Heroes series. Some units had no upgrades, while others had two. And the units without upgrades were just as valuable, or even more valuable, than the upgraded ones. For the Sorceress, gnomes were plentiful in the castle, but instead of them, fairies were used in battle, which don't upgrade and are much weaker, but faster and have retaliation. Any mage would give anything for phoenixes, as they are one of the two ultra-fast units in the game, although in terms of raw stats, they lose to even a green dragon. And building black dragons is just a matter of luck 🤣, but green and red dragons also looked very impressive.
In general, I love the second game for its asymmetrical balance. It's difficult to balance for PvP and competitions, of course, but it's so cool that different factions have different abilities, that a knight will crush an necromancer on a small map without a doubt, but on a large map, the necromancer will crush the knight without a doubt, and so on.