As for logistics, I only once tried playing a campaign map without it and regretted it. I do like it when the main hero runs around a lot and far, provided that the enemies are cowardly and often run away from you; this is extremely useful. Well... so far, no one has given me a hard time in the first week)), I'm also playing with a hero, and I've reached the 3rd mission, and that's where logistics is really important)).
In the third mission, you don't really need to run around much. Just stay at your Castle, buy heroes, and level them up to 22. When Rutger and other level 3 enemies with a two-week growth rate start attacking, that's a victory. Logistics will only help you run around the upgrade locations faster. Reflection is significantly reduced, but it's better than nothing. Artifacts for luck on a Necromancer without magical luck are a rather dubious acquisition.
And I find the chance-to-hit mechanic in spell combat annoying. For example, after a normal cast, I leave the enemy with 2 archers, then I summon Hydras and exit without losses. But luck, according to Murphy's Law, will work exactly when it's not needed, and as a result, I'll lose Hydras. Unless resistance from luck is very useful here. It's not reduced by race.
Of course, I'll try to defeat Leto for fun, but I'll have to replay it anyway.
PS I really miss artifacts for Earth and Air magic, because in battles, Earth and Air spells are most often used on enemy units