I’ve said it before, and I’ll say it again: balance should only be adjusted after all the new features are implemented, not developed from the start while maintaining balance.
Then, regarding the ideas in general, without reference to prices:
1. City conversion - against (it encourages larger, homogeneous armies and blurs the difference between the types of captured cities, similar to Heroes 6)
2. Dwelling conversion - against (for the same reasons)
3. Mine development - against (it’s more interesting to find new mines and resources when needed, rather than developing old ones)
4. Ten shots for the tent - against (it encourages prolonging battles for resurrection, similar to Heroes 6)
I don’t have any serious objections to the remaining ideas for now.