The new upgrades were a good idea, although sometimes it's hard to choose. I'll go through all the races, starting with my favorites.
Inferno:
1. I prefer the old ones, as they immediately deprive the hero of a lot of mana, while the new ones steal a little at a time and spend a turn doing so. They are useful for warlords, of course, but you probably won't have time to steal much during a battle.
2. Here, the new ones are definitely better. Although their defense is lower, with their jump ability, they can finally reach the enemy quickly and deal a lot of damage. And also, there's one more unit in Inferno that can bypass fortress walls, and there aren't many of those, unless you count opening gates. The old ones might be better only if they serve as cover for some demoness.
3. The new ones are still better. They are a little weaker, but they can hit many enemies at once, whether they are standing next to each other or behind ranged units. But against single targets, the old ones are still better.
4. Here, the old ones are better because of the chain shot. But at higher levels, against another hero, you can definitely use the new ones, even a single subjugation can play a role.
5. I like the new ones more. When there are many horses, their aura deals good damage to nearby enemies. But at the beginning, the old ones can also be useful against individual enemies.
6. I prefer more of the old ones because of their magic, and there are so few ranged units anyway, and the cleaving sword is sometimes useful, say against a phoenix, and in general against high-level units. But in battles with large armies, I prefer the new ones. They deal good damage to crowds of small units, and their magic resistance is good, and overall their stats are higher.
7. Here, I'm more in favor of the old ones. Although they have a little less health, they are a little faster. And summoning warlords, who can summon another squad of warlords through the gates, is still more useful than the teleportation of others. Sometimes this teleportation can be useful, but it's much better to just attack than to spend a turn on it.
Dungeon:
1. The new ones are good; they have good stats for their level. You can easily try to clear out neutrals with them alone. Go into stealth, and while they're doing that, bombard them with spells.
2. The new ones are tougher, which is useful considering they are the main target for enemies, but the old ones have more initiative. So, overall, they are roughly equal.
3. The old ones are better for attack, and the new ones are better for defense. But the new ones also have an aura with morale, which can sometimes be useful, so I prefer the new ones, but sometimes the old ones are better.
4. The charge attack is good, but you won't get a good run-up many times in a battle, but the ability to hit a target or several targets without retaliation before hitting them is quite good. So, the new ones are a little better.
5. I prefer more of the old ones, as regeneration sometimes helps to get out of battles with neutrals without losses, but the new ones are dangerous against melee units.
6. The old ones are better, as a ranged unit of this level is always useful, and I don't want to replace all ranged units with invisible ones.
7. The old ones are more useful in a battle with another player, as complete immunity to spells is very helpful, but you can't cast useful spells on them either, which is sometimes bad. And the new ones have a good attack from the start without retaliation, but it depends on the specific situation who to prefer.
Sylvan:
1. The new ones are better, because the damage from the wasp swarm is insignificant, but healing yourself and the trees is very good.
2. I'm more inclined towards the new ones. Hitting everyone around is good, but you don't always manage to hit many, and the new ones have better stats, not to mention the additional stat increase for moving. 3. Here, it's hard to choose. In general, two shots with a penalty and one without a penalty roughly balance each other out, although the new ones pierce armor, which is better against well-protected creatures. But the old ones hit better at close range and when they have a unicorn horn bow. So, the choice largely depends on the circumstances.
4. The first ones are better in combat, and the second ones buff the hero, but at the beginning, the old ones are better, and with large armies, the new ones might be better.
5. I like the old ones more, as the magic resistance aura is very useful, but it's also fun to watch the new ones copy buffs.
6. Although many people like the new ones, I prefer the old ones. They have saved me more than once with their attacks. They can hold back enemies, then root themselves, thereby increasing their defense, and always deal damage. This helps to survive in a difficult battle. And removing defense and roots, which are very useful, in exchange for attack, is not very appealing.
7. Here, I'm also more in favor of the old ones. Having immunity to earth magic, which is the most destructive in terms of damage, is always a plus, although sometimes the new ones can also be useful.
1. The new imps make gnomes and necromancers suffer in long battles.
4. Subjugation is much cooler than a chain attack in most cases (not against necromancers, of course).
5. Horses with an aura for leadership are better than burning ones against melee units. Against magical races, burning ones are better.
7. Teleport gives a lot of opportunities. Pulling a ranged unit out of the box and stomping on everyone with them is quite serious.
Dungeon
1. New ones for neutrals, old ones for the final battle.
4. The old ones are much better. One charge attack can one-shot, and seeing the damage from the follow-up attack makes you want to cry.
7. Depends on the race of the opponent.
Elves
1. The old ones have a removal spell, which has saved me more than once.
2. Depends on the length of the battle in the final. For short battles, the old ones, for long battles, the new ones. For neutrals, the new ones.
3. The old ones are only good for neutrals. In the final, only the new ones.
4. Similarly.
7. The new ones have much more damage with a high luck stat. But they can dispel blindness. Protection from earth helps the old ones against the Dungeon or Necropolis.