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Ideas and suggestions.

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Here's an example of how this process works, a sample of the reasoning:

Let's say we come up with the idea of "Individual Teleport." That is, the ability for a hero to teleport to a town without an army.

The first thought is that, since it's a teleport, we should primarily consider a scaling system similar to that of Teleport itself. That is:
base - reduced mana cost
advanced - choice of town
expert - reduced movement cost
usability at the base level, benefit at the expert level, and no imbalance at the expert level – all of these are present, so we will only look at other scaling systems if this one doesn't work.

The first problem is: with what army should the hero teleport?

If it's with no army at all, it will conflict with the rule that "the hero must have at least some army."

If it's with any single unit, it will create an exploit, such as "teleporting N angels in N iterations." For example, level up a weak mage with the appropriate skill and school, spend all their mana and movement points in one day, but set up a shuttle service to transport large units. Gameplay mechanics that allow for such exploits should not exist in Heroes, especially new ones.

If it's with the starting unit (the one they come with from the tavern), another exploit will arise: unit conversion. For example, take a weak unit with fakes out of prison and start converting fairies into gremlins, one at a time. Well, why not – mana and movement points are restored for free, so why not convert some units. Again, this is an exploit, a perversion, and a violation of the original logic of the spell.

If we make the teleport go to the tavern (similar to Recall), there will be no exploits, and it will be a functionality similar to the HotA Scout (Recall from a point). But there is a question about the atmosphere of such a mechanism. Unpleasant thoughts arise about naming the spell something like "Get Drunk" and so on.

Regarding the overlap of areas of application – so far, nothing has emerged beyond the scope of Teleport. So, we need to come up with something. Adding extra bonuses can lead to a more complex spell, so the most logical idea is to reduce the movement cost, down to 0 at the expert level. This idea has a proven analogue in game practice – the "Scout + weak unit with Teleport" combination, which was often used in HotA and proved to be usable and not imbalanced. That is, if there is a weak unit with Earth skill, and the father has an expert-level Individual Teleport, it is no longer particularly necessary to level up Earth for the father; teleporting through the weak unit is cheaper in terms of movement points.

Of course, the spell level and mana cost need to be reduced. At a glance, the most logical option seems to be level 3 and 12 mana. The school doesn't matter; there are no atmospheric connections, so Fire and Water are both acceptable.

This is roughly how we need to reason when analyzing new spells. As you can see, the solution has not yet been found, but at least the outlines of what should approximately result have been outlined, and the problematic areas that require further consideration have been identified.