1. Not every Orc can cast spells, but a Sorceress is not a great spellcaster either, while an Orc is much stronger physically. This is the contradiction between spellcasters and warriors. It is also not possible to make a Sorceress defeat an Orc in melee combat. What do you think about the comparison above, between a Sorceress and a Beast? About the relative position of a Beast, is it comparable to a Knight? An Orc, is it comparable to a Knight?
2. Everything has already been taken into account here, for each specific city layout, where the growth rate is higher, the building costs are higher, as are the overall requirements. See the city layouts in the first posts of the thread (although there are no prices there, but the layout clearly shows which buildings are easier to build and which are more difficult). The only difference now is that Centaurs and Sorceresses have switched places, because at the time the layouts were being drawn, Sorceresses were still on tier 4, and Centaurs were on tier 2.
3. The same as in point 2. Griffins are built much easier than Knights, although they have a higher tier. Let's recall an analogy from Heroes 3: there, level 6 Wyverns are easily placed, but they are weak. At the same time, level 5 Gorgons are much more difficult and expensive to place (they compete with Hydras), but they are also more powerful. You will have to go for Angels in a completely different way, not through the combat branch, but through the magical branch, through the Guilds of Mages and Monks.
Added 13 minutes ago

Added 2 hours 17 minutes ago
Currently, there is an opinion that the growth and bonus system is too complex.
1. When building a basic dwelling of tier 1-6, you immediately get 50% growth (tier 7 - 100%).
2. When building an upgrade, you immediately get another 50% growth.
3. When building fortifications, the growth of basic dwellings increases by 50%, and the growth from upgrades increases by 50% (fort: on tiers 1-2, stronghold: on tiers 1-4, castle: on tiers 1-6).
There is a simpler alternative (but unfortunately, then you will have to redo the balance of the city layouts again):
1. When building a dwelling, you immediately get 100% growth (as in the standard version).
2. When building an upgrade, you immediately get another 200% growth.
3. When building fortifications, the growth of basic dwellings of tiers 1-3 increases by 100% (i.e., x2 for a fort, x3 for a stronghold, x4 for a castle).
This will lead to: a significant shift in emphasis from higher to lower tiers, when all fortifications are fully built. But at the same time, higher tiers retain the advantage in tempo (more powerful one-time growth for building a basic dwelling and for building an upgrade).
For example, for Humans, this is how it might look:
1) Militia 150 x (10-40), under a castle, they have a weekly growth of 40 (costing 6000), an upgrade of +20 (costing +3000)
2) Archers 250 x (8-32), under a castle, growth of 32 (costing 8000), an upgrade of +16 (costing +4000)
3) Swordsmen 400 x (6-24), under a castle, growth of 24 (costing 9600), an upgrade of +12 (costing +4800)
4) Monks 600 x 5 (costing 3000), an upgrade of +10 (costing +6000)
5) Knights 1000 x 6 (costing 6000), an upgrade of +12 (costing +12000)
6) Griffins 1000 x 4 (costing 4000), an upgrade of +8 (costing +8000)
7) Angels 3000 x 2 (costing 6000), an upgrade of +4 (costing +12000)
As you can see, with a castle built, the growth of tiers 1-3 is the most powerful, i.e., in the long run, these tiers are key (especially swordsmen).
With a conditionally standard development, through a stronghold on week 1 and a castle on week 2, the maximum for each tier is obtained (placing Knights and Angels only on week 2):
1) Militia 10 (base) + 30 (second week, stronghold) + 40 (third week, castle) + 20 (upgrade) = 100 (costing 15000)
2) Archers 8 + 24 + 32 + 16 = 80 (costing 20000)
3) Swordsmen 6 + 18 + 24 + 12 = 60 (costing 24000)
4) Monks 5 + 5 + 5 + 10 = 25 (costing 15000)
5) Knights 0 + 6 + 6 + 12 = 24 (costing 24000)
6) Griffins 4 + 4 + 4 + 8 = 20 (costing 20000)
7) Angels 0 + 2 + 2 + 4 = 8 (costing 24000)
Which growth system is better?