What I didn't like:
1) Logistics. The base is already very good, and now it has amazing perks on the early levels (speed aura, speed magic, sharp mind). Path of War + Pillage is an overpowered combination; they shouldn't be combined. You can endlessly run around the map with a sufficient density of neutrals (Pillage removes the combat penalty, Path of War increases the combat bonus).
2) Wisdom in Education. What's wrong with it: it breaks the Wisdom + Secret Knowledge (spell level 1-3) combination. On the other hand, a new combination is created (Wisdom + Insight), but it's still questionable.
3) Resistance in Education is neither here nor there.
4) How will Secret Knowledge work if it grants a level 3 spell but without Wisdom?
5) Enhancing Secret Advantage even more? OMG.
6) Spoils: it looked great in Luck (random perk). Why move it to Leadership and then add an analogue to Luck?
7) Return to Void in Attack? OMG. The skill is messed up. Wait. And Phantom too. I'm shocked. I refuse to comment.
8) The Attack branch is too overloaded.
Resistance in Defense. I assume this is Reflection? You already have Resistance in Education.
9) Readiness and Stalwart Defense. Why separate them? Who will take Readiness without Stalwart Defense?
10) Weakness to Darkness. In Defense???
11) Silent Hunter. +1 to Initiative??? That's already very strong in itself (basically, it's like getting +4 to Attack). And here, in addition to a decent Hunter.
Where is Retribution? Where is Counterspell?
What I liked (borrowed it for my WGE scheme):
- Seals of Light and Darkness are placed in opposite schools.
- Dark Replenishment in Sorcery (I hadn't noticed before that it has nothing to do with Darkness).
- Speed Aura in Logistics.
I also think the following are interesting:
- Moving Battle Deployment to Leadership (as in RPE).
- Secrets of Light to Sorcery (as in RPE).
- Exorcism to Chaos (there were similar intentions)