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In my opinion, we can distinguish two categories of differences between TE and SoD:
1. Bug fixes, removal of obvious imbalances, and the addition of "hotkeys."
2. Balance adjustments and the addition of new features to the game.
I fully support the first point. Most of this has been done in TE Light. I don't remember all the points, but the main ones are:
- the ability to split/transfer units
- chess clocks (in my opinion, an important innovation that doesn't disrupt the essence of the game)
- a ban on joining and diplomacy
- reduced Phoenix growth
- limitation of Dimension Door
- removal of Next Hero
- a ban on the Artifact of Raising the Dead
- changes to the number of Troglodytes for Shahti and Skeletons for Galthran
- a ban on H/R (Hero/Resource)
Everything related to the second point should be OPTIONAL, i.e., with the ability to disable it, as this changes the game's strategy. For example, the Bank, creature experience, the ability to rebuild the Guild of Mages, and disabling the Book of Destiny introduce significant changes in development and combat.
And now, some comments on the features that discussions revolve around.
A second level is built, and the hero arrives with full stacks of troops.
This clearly falls into the second category, as the strategy for Stronghold/Fortress changes significantly.
Fast roads. The same applies here. On slow roads and fast roads, the optimal route for heroes is different, so different strategies are possible. Therefore, starting on fast roads is a kind of reduction of the game.
Bank. This also changes the strategy. Now, instead of visiting, for example, a Crypt, it may be more profitable to take out a loan.
I personally have a negative attitude towards features that simplify the strategy and reduce the number of options. In general, the approach to balancing through the reduction of random elements is incorrect. Because if their number is reduced, the remaining random factors play an even greater role (e.g., the number of Angels in Confluxes). In the Bay, they have reached the point where they play without "morale." Now, with Devils, you can attack even a hundred Dendroids. Perhaps, on the contrary, it would be worth adding "randomness."
Some changes in TE leave a mixed impression:
the Necromancer patch, I don't know if this is the best solution to the problem of the Necropolis, and also ?? regarding the replacement of the specializations of Solmyr, Jeddite, etc.
It seems that mages don't play a big role anyway.
And about replacing water artifacts. Please leave the Captain's Hat and the ability to walk on water (even if not at level 4)! Sometimes it's so nice to play an XL map with water, and fixes haven't been canceled either. Make it an option.
Regarding the ban on native secondary skills, I am in favor of the option of banning native secondary skills on neighboring resource nodes. I am against the option of banning them altogether.
P.S. And if it were possible to come up with a way to prevent viewing saves, that would be just great.