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Regarding the scrolls that grant control, I'm not saying that whoever finds them first will definitely win, although that certainly plays a role. I'm saying that the game becomes unbalanced with these scrolls; the gameplay itself suffers.
That's why I prefer playing HotA: it starts with three stacks, introduces new objects for experience, gold, and artifacts, which leads to better base development and hero progression, and a faster transition to the macro game. But when you find a teleportation scroll in a treasure chest on day 114 with Mass Slow, that's just too much. And for days 123-125, but I really had it on day 114. The Watchtower becomes meaningless, and the gameplay suffers.
I also see drawbacks in the balance regarding artifacts that provide additional movement points. It often happens that one hero has two pairs of boots and gloves, while another has none. It would be good to reduce these artifacts, as was done in WoTA.
Regarding the balance of magic, I'm sure someone has already suggested something similar: Reduce the mana cost of rarely used combat spells (sandstorm, minefield, counterspell, execution, frenzy, air shield, magic mirror) and increase the cost of the most effective ones, but only at the expert level (slow, haste, protection). However, if a player has an expert-level element, they should be able to use the spell at any level. For example, if a hero has expert earth, pressing Ctrl+click on Slow will cast the basic spell, and Shift+click will cast the advanced spell.
In terms of balance, I'd also like to add (and I agree with those who have already mentioned it):
1. Reduce the effectiveness of logistics specialists.
2. Remove the free ballistas and cannons that heroes can recruit from the tavern if they don't arrive on the first day of the week.
3. Increase the growth rate of Hellhounds in Inferno to 7. This would make Fiona a viable alternative to Calhoon.
4. Remove the teleportation and armageddon spells from the sacred sites.
If I remember anything else, I'll write it down