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Here's a suggestion to modify the special ability "Monastic Tonsure." Make it dependent on the hero's knowledge. For example, upon resurrection, the hero is offered to tonsure N swordsmen/armored warriors/zealots, but no more than the hero's knowledge level. This way, it can be detached from the level, provide a reason to search for artifacts to increase knowledge, reduce the burden on the active ability, and modify the "copy" of preparation (spending money to convert level 3 into level 5) – in other words, to change the ability itself.
For the Dwarves, I would like to see a special ability related to elementals. But since these creatures are quite strong, the approach needs to be carefully considered.
Also, the idea of giving high-level creatures to specialists at the start is not appealing, because having a tank from the start is too much! If there is a counter-argument, please share it. Giving Lucretia 4 vampires can turn a Castle rush into an ultra-rush. Even 1 wyvern for Shaka allows him to get ahead, and if Shaka is the second player, against an Elf who has regeneration in the tavern? Or a sorcerer-archer for Erin, right from the start? There are many other examples.
Also, there is an idea for the Academician's special ability related to Djinns. Give one Djinn for each spell learned.
There is an idea to create a division into races within a faction (as in Heroes 3). And give each race some unique features. For example, among the Academics, there are Djinns: Nur, Jalib, Timhan. Since there are many heroes in NHF and there is some repetition of initial skills and abilities, it is possible to change the stat distribution for Djinns, give them "natural" mana regeneration, or something else.