Wouldn't you like 8 bases after all?
Why I don't like the idea of 8 slots, 24+ levels, and similar things: I'm creating a mod for the game style that I understand and clearly realize that dynamics is one of the key aspects of the mod. Therefore, I'm not at all interested in possible improvements to a non-existent, drawn-out game, because if the game has dragged on, it means something went wrong (a design error by the game designer, a design error by the map designer, or the player doesn't know how to play properly). It's precisely about creating a dynamic game. Other mods from other authors may, on the contrary, revolve around 10-hour playthroughs, 30+ levels, and similar things. Different audience, I don't understand such a style at all.
Unique starting armies:
KNIGHTS - base:
Rutger = 5 swordsmen + 2 monks
Ellaina = 35 militia
Dugald = 18 archers
PALADINS - upgrade:
Godric = 20 recruits + 2 inquisitors
Frida = 1 paladin + 8 crossbowmen
Nicholas = 8 knights + a tent
TEMPLARS - alt:
Alaric = 10 archers + 2 adepts
Valeria = 20 fanatics + 4 crossbowmen
Orlando = 2 heavy griffons + 10 fanatics
MAGI - base:
Hafiz = 40 skirmishers + a wagon
Narhiz = 4 wizards + 8 marble gargoyles
Razzak = 8 granite golems
MYSTICS - upgrade:
Cyrus = 3 steel golems + 15 arsonists + a ballista
Nazir = 30 arsonists + 1 efreet
Maahir = 25 obsidian gargoyles
ARCHMAGES - alt:
Ora = 16 onyx gargoyles + 20 pests
Zeheer = 35 pests + 3 magnetic golems
Faiz = 16 onyx gargoyles + 3 magnetic golems
DRUIDS - base:
Ilfina = 1 mystic unicorn + 15 pixies
Alaron = 2 druids + 5 blade dancers + a tent
Dirael = 20 pixies + 3 hunters
GUARDIANS - upgrade:
Anwen = 4 rangers + 15 nymphs
Talannar = 15 leaf dancers
Winrael = 25 nymphs + 4 leaf dancers
RANGERS - alt:
Wingael = 8 wind dancers + 15 dryads
Ossir = 8 snipers
Faidaen = 4 snipers + 7 wind dancers
VETERANS - base:
Tolgar = 5 bone crushers + a ballista
Helmar = 10 berserkers + 10 rock golems
Wulfsten = 4 bears + 5 berserkers
WARRIORS - upgrade:
Ingvar = 25 sentinels
Karli = 16 javelin throwers
Rolf = 5 berserkers + 2 armored bears
PRIESTS - alt:
Hangvul = 5 vikings + 6 harpooners
Erling = 2 elders + 10 warriors
Brand = 15 warriors + 3 vikings
DEMONOLOGISTS - base:
Gward = 25 imps + 3 succubi
Agrail = 2 crimson horrors + 8 rift demons
Grol = 13 hellhounds
DESTRUCTORS - upgrade:
Biara = 1 balor + 15 parasites
Jezebeth = 8 demonesses
Wayer = 13 sulfur demons + 5 cerberuses
INFERNOS - alt:
Daleb = 15 quick demons + a ballista
Nimus = 5 liliths + 8 quick demons
Grok = 25 devils + 5 fire elementals
ASSASSINS - base:
Waishan = 20 lurkers
Tralsai = 3 predators + a ballista
Letos = 7 beasts + 2 gladiators
WARLOCKS - upgrade:
Sinithar = 12 assassins + 4 furies
Shadia = 6 furies + 2 raiders
Railag = 4 punishers + 7 assassins
WITCHES - alt:
Ilaya = 2 shadow witches + 7 hunters
Kifra = 6 giants
Iranna = 8 hags + a tent
NECROMANCERS - base:
Orson = 30 poisonous zombies
Vlad = 30 skeleton warriors + 10 poisonous zombies
Kaspar = 6 ghosts + 15 skeleton warriors + a tent
CULTISTS - upgrade:
Arantir = 18 plague zombies + 5 lamias
Markel = 1 plague lich + 20 skeleton archers
Ornella = 25 skeleton archers + 5 lamias
REAPERS - alt:
Naadir = 8 spirits + 10 cursed zombies
Deidra = 15 cursed zombies + 15 skeleton warriors + a tent
Lucretia = 2 nosferatus + 4 spirits
BARBARIANS - base:
Krag = 8 bruisers + 8 steppe centaurs
Keegan = 45 bandits + a wagon
Argat = 6 shamans + 25 bandits
CHIEFTAINS - upgrade:
Kunyack = 30 beastmasters + 2 chieftains
Gotai = 6 daughters + 8 nomad centaurs
Tilsek = 14 marauders
SHAMANS - alt:
Hagghesh = 18 war centaurs
Shak = 35 defilers + 1 paokai
Kujin = 4 amazons + 5 provocateurs + a ballista
I would like to point out that such diverse armies are not just a whim for the sake of formal diversity, but are quite functional armies capable of breaking through light defenses and passages, which are sufficient for scouts and in the early game can serve as a base for developing a scout into a combatant (in the first week, the gains from the castle are comparable to the starting troops).