Well, I'll continue writing my letter to Santa Claus :)
This time, I'll talk about control.
The current situation, with everyone obsessing over two spells and building almost the entire game around these two spells, doesn't seem beneficial to me (and probably not to others either). Many ideas have already been expressed on this topic, including rebalancing the schools of magic and adding new control spells, but all these ideas have been limited to changing the magic system. So, here's what came to my mind: you can create competition for control spells not only with new spells but also with new objects on the map. (Although, since the City Portal object has been added to the game, the developers have probably already thought about this).
Creating an object that replicates the functionality of the Dimension Door spell would probably not be very reasonable, since there are already objects with similar functionality on the map - portals. If you increase the number of portals so that you can quickly reach any point on the map through some portal, the value of the DD spell will decrease naturally.
Regarding the "Fly" spell, there's a beautiful and atmospheric idea - add a new object called "Pegasus Stables." This object would have quite a high value and would equip the hero's army with flying horses, allowing him to fly around the map for the rest of the week. At the same time, similar to regular stables, you could upgrade pegasi for free in the Pegasus Stables.
I also came up with two objects with completely new functionality, but they fit well into the game's mechanics:
1) Summoning Portal. Unlike the dungeon summoning portal, which for some reason clones troops instead of summoning them, the external Summoning Portal would allow you to buy troops from all available dwellings and cities. When visiting the object, a list of available cities appears (as when using the Town Portal spell), plus a list of external dwellings.
2) Communication Portal. An object for instantly exchanging troops and artifacts between heroes. When visiting the object, a list of all heroes in the kingdom appears. You select the desired hero - an exchange window appears, as with a normal hero contact. The object can be used no more than once a day.
Corresponding spells can be added to the fire and water schools. An option can be added to the template settings - the maximum number of casts on the adventure map. (It's strange why you can only cast one spell per round in battle, but on the adventure map - as many as you want).
All of the above will not only balance but also speed up the Gameplay, which is more of a plus than a minus. Another interesting point is that these objects will significantly reduce the need to build chains, which cause confusion (in some cases, even rejection) in the minds of new players, and in general, they don't look very good from the perspective of game logic and common sense.