By the way, if you didn't limit yourselves to a minimal number of "tweaks," but fully "polished" the balance to a near-perfect state, what would the changelog look like?
Added 2 hours 11 minutes ago
In general, if I were to expand the list of balance changes, I would include the following:
Skeletal Archers: damage 2-2 (was 1-2), good for the endgame, but I'm not sure if this change will work for piercing defense. Greater Liches: "Raise Dead" and "Immobilize" at Expert level (were at Advanced). Banshees: "Wail" (15-morale) x2, increased by 1.5 times. Ghost Dragons: Expert weakening (was at Advanced).
Druids: Alt initiative 9 (was 10). Crystal Dragons: +Crystal Scale (immunity to abilities that kill exactly 1 creature).
Bears: weaken the chance of scaring small creatures (by 1.5 times). Jarls: 100% damage from "Flame Strike" (instead of 120%).
Minotaurs: upgrade initiative 10 (was 8), Alt enhanced morale aura up to +3 (was +1). Hydras: Alt damage 11-14 (was 9-12), upgrade regeneration 60-100 (was 30-50) - I'm not sure about this because of piercing defense. Red Dragons: damage and health like Crystal Dragons, in addition to 200% burning.
Griffins: Alt 200% "Frenzied Attack" (was 150%), 100% "Pike" (was 75%). Adept: Advanced "Punishment" (was Expert). Seraphim: Expert "Punishment" (was Advanced).
Imps: all steal 1/8 mana (was 1/4 at base and upgrade). Cerberus: damage 5-7 (was 4-7). Pit Fiends: upgrade "Fireball" and "Meteor Shower" at Advanced level (were at base).
Wyverns: poison 10 (was 5), scavenger 30% (was 20%), regeneration 60-100 (was 30-50) - I'm not sure about this because of piercing defense. Cyclops: upgrade initiative 10 (was 9).
Goblins: 2 repairs (was 1). Golems: Alt 100% healing from chaos (was 50%). Titans: "Lightning" 40, "Storm" 20, penalty 5%.
All of this is based on discussions with top tournament players, but in the format of RTA (where there is no piercing defense, only the endgame).