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more individualism, don't be afraid to create Factions without archers/flying units/tanks/support mages.
+++++++++++++++ And also, everything should be made overpowered, and then there will be balance.
Ideally, something in between the third and fifth parts.
8.5? )
Separate kudos to them for indicating resistance (not to be confused with defense) and damage type; I'm really looking forward to this feature in Heroes. In the sixth game, they were experimenting with physical and magical attack/defense, but it still wasn't quite right, although this idea could be developed further, and it would even be better – something original, not copied.
I should note that resistance types are standard for many games with RPG elements, and Heroes can generally be considered such a game, with RPG elements. So, it's unlikely that anyone will perceive this as stealing a feature from KB.
Seriously, the S-sized map in the second, third, and fourth games was much more interesting and richer than the XXL-sized map in the sixth game.
I must say that the size of the maps and the objects on them in Heroes deserve separate study. For example, if you compare the maps of the third and fifth games, it seems that there are fewer objects in the latter (in terms of density), but in reality, this is compensated by the increased hero movement range... Or partially compensated. And the feeling of a populated map in the fifth game can be created by using the mouse wheel to zoom out ;) In the fifth game, there is a characteristic distance at which you can reliably detect a clickable object. The situation is somewhat different in the sixth part, if I understand it correctly. There, the entire map is clearly divided into zones, and within each zone, there is a certain number of objects, right? No, in the fifth part, it's the same, but it's not very noticeable because the size of the zones is consistent. But in the sixth part, in one zone there are two mines, in another two, but one is right next to the Castle, and the other stretches across half the map. This creates a huge emptiness... Of course, this option is not good.
You can remember units without a hero, but let them not capture anything, and the battle takes place in auto-battle mode.
Auto-battle? Not a bad idea!
And let the hero stand on the battlefield on foot and provide a nice bonus to nearby units, while the horse grazes somewhere nearby.
That's also a good idea, although I personally dream of an option in the style of Total War: the hero is not an uber-invincible combat machine, as in the fourth game, and doesn't always deal a lot of damage, but is surrounded by a guard of specially trained soldiers who take all the hits. Of course, until they die. Technically, the bulky fourth-game tank is replaced by a unit with a default "fight to the last" setting, which is both useful and not overpowered. Compared to the third, fifth, and sixth parts, this would diversify the game, allowing you to introduce, in addition to standard tacticians and mages, a hero-warrior who will focus specifically on the strength of this elite squad (in other cases, he will be not very effective).
Lizards (I know they're not in Ashan, but I really, really loved the swamp in the third game).
Well, the developers didn't create beastmen for nothing; you can put anyone in there, even people-sea cucumbers, let alone lizards.