...Banned heroes: all heroes with a specialization in magic level 3 and higher (there will be a list of all heroes, but I can't remember everyone right now, so I won't list them yet; Loian doesn't have any overpowered abilities, but let him be banned as well, in my opinion, to make it easier to remember, since he has a magic specialization of level 4), Jale, Dragon, Xiron, Mutare, Sir Mullich, Luna, Ciel. In addition, magic specialists above level 2 are prohibited from using their primary magic against their opponent (they can use it against neutrals). Of course, we could ban them from using it altogether, but it will be extremely difficult to monitor. Isra and Vidomina are prohibited from leveling up the "spellcasting" skill to the "expert" level (that is, they can be leveled up until the spellcasting level becomes expert, after which they must be dismissed on the same day)...
...Angel Wings can be used without building a Guild Hall level 5... (indeed, it can be very frustrating when you take a utopia with decent losses, and it gives you Angel Wings, Boots of Levitation, and a Captain's Hat :D, and besides the utopia, wings are rarely found on the map).
...It is allowed to use mercenary camps...
I don't think it's worth banning the construction of native secondary structures, except for monsters of level 6 and 7 (I'm not sure about this, but I think it would be too much, because the opponent will be developing two castles, and you will just be watching, admiring your hated native secondary structure).
If the week of any monster that is "native" to one of the players falls, then one of the players has the right to request that the autosave of the blue player from the seventh day of the previous week be loaded. In this case, the autosave is loaded until the week of a neutral creature falls. (I may not have worded this correctly, so please correct me if necessary; I'm writing this quickly; I didn't make this point strict, but only if one of the players requests it, because I rarely pay attention to it myself and don't want to receive complaints because of such a minor thing). If "Plague Month" falls, then also, at the request of at least one of the players, the autosave of the last day of the month of the blue player is loaded until the "plague passes by" :).
- regarding specialist heroes - the University is prohibited by the rules, so developing one or another magic is a matter of probability.
...It is possible to fully use banned heroes who have been released from prison, even if they are above level 3, but they can only use their primary spells against the opponent after the corresponding Guild Hall has been built. They can be used against neutrals. If Isra or Vidomina is released from prison with an "expert" level in the "spellcasting" skill, then in this case they must be dismissed on the same day... (I don't know what to do here if Mullich is in prison, and I also don't know the profiles of the heroes from Warlords, Mutare, Kilgor, etc., so I'm waiting for advice on this issue).
...In Necropolis, upgrading vampires is prohibited until Bone Dragons are built; the Necromancer's Amplifier can be built... (I myself have forgotten the day when I last built Bone Dragons when playing as Necropolis; due to the mandatory buildings such as Guild Hall 1, Converter, and Amplifier in the early days when playing as Necropolis, dragons may not be built even on the second week, and on the third week, Beholders and Utopias are taken without much difficulty and for other castles, so Necropolis will not have such a pronounced, early breakthrough without losses on the 2nd week of Beholders, etc., using only vampires).
I am waiting for comments on possible shortcomings, errors, and inaccuracies, as well as additions in case I missed or forgot something. I tried to take into account the opinions of everyone who expressed them. Thank you for your attention and help!