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A three-class system is, in my opinion, more interesting.
However, some nuances are unclear (it's more a matter of taste).
1. Druids don't really fit with machines. They seem to be more connected to nature/creatures, ignoring/rejecting technology.
2. "Rush-mage killer" is not an Amazon in fantasy canon, but a Witcher or Witch Hunter.
2. All the heroes are orcish girls. Perhaps, Huntresses?
Added 51 minutes ago
When creating many classes, I was largely inspired by the English MMH5.5.
But there are fundamental differences.
1. Class parameters. There, a formal uniqueness is maintained (non-repeating parameter distributions with an accuracy of 5%). So, these 5% are just numbers for perception; in real games, they don't matter (they don't affect starting parameters, and the difference is only 1 parameter after 20 levels of upgrade, which is barely noticeable).
That's why a difference of 10% was chosen, which will be visible from the start (+1), and +1 for every 10 levels in the future. The difference between 40% and 30% attack on level 11 is +2 attack (with a 10% step for increasing damage), which corresponds to +4 attack in the original and as much as +8 attack in MMH5.5. This difference is definitely noticeable!
Again, unlike MMH5.5, I maximize the use of various parameter combinations, without being tied to "classic" (in terms of Heroes 3) combinations like Attack+Defense versus Spell Power+Knowledge. Moreover, I find these combinations not very meaningful in general. If I'm a warrior, I need defense exclusively against other warriors; why should all warrior classes suffer with useless defense when playing against mages? If I'm a mage, I play either for tempo (spell power) or for potential (knowledge), and both at the same time is only a special case (focusing on high-level spells with high spell power). On the other hand, mages need defense against warriors. And chaos mages need attack against other mages (to maintain a high tempo with troops). That's why all this in different combinations is interesting and not banal like "sword against magic."
2. Distribution of magic. In MMH5.5, the approach is: Light and Dark for combat classes, Chaos and Summoning for mages. I fundamentally disagree with this position, leaning more towards racial magic. A chaos mage is a destructive mage, focusing on tempo (spell power). A summoning mage is a control mage, focusing on potential (knowledge). You can combine these two directions, but it will never match the character of a pure control mage. That is, giving such a combination to everyone is at least illogical.
But in MMH5.5, the trick is that all magical classes have high spell power (knowledge, by the way, is less important and doesn't reach the same level), and it is practically useless in Light and Dark, so this is magic for the "poor," and mages "need not apply." There is a conversion of spell power into stats, but it is purely symbolic (+1 spell power is far from converting into +1 attack with all the boosts). Here, this moment has been refined; spell power is converted into physical stats at a rate of 1:1 (for power, weakness, beam) from a single boost, and for acceleration, the rate is even better (+10% initiative for each unit of spell power). After a couple of such area boosts, a magical combatant is quite capable of outperforming a pure warrior in physical parameters (with the same magic, but with low spell power).
3. Racial skills. In MMH5.5, this concept has been replaced by "class skills" (for example, all Paladins start with Light). But the problem with such class skills is that they are generally available (in fact, this is just a starting point), so as you level up, this class difference decreases. Therefore, I went a different way, preserving racial skills and even more linking racial classes to each other (each race has, in addition to its two main schools of magic, another common skill; orcs have 3). Nevertheless, it was thanks to MMH5.5 that the idea of such class skills appeared (combining classes not only by race).
Added 33 minutes ago
Regarding starting heroes, I think I've found the optimal solution.
I want to see heroes at levels 12-15 in the final battle (while in the original, the optimal value is 18-22).
Why should the levels be low?
- Too strong specializations in creatures (physical parameters in WGE are twice as strong as in the original)
- Too strong magic resistance (at level 20, there is a 50% chance to deflect a point debuff - how can this be useful?)
- Too strong fear (guaranteed to frighten any tier of creatures)
- Goblin growth, as well as all creatures, is reduced in the final, so the hero's level should also be lower (otherwise, shamanism will only work against units)
To achieve the same value in terms of the number of skills and abilities taken, some acceleration is required.
There are 4 possible options:
1) double level-ups (offer 2 skills for each level-up), in this case, such heroes should come to the final even earlier, at levels 10-12
2) at the start, a fully upgraded racial hero with all racial tier 1 skills (other racial skills will have to be returned to other skills), a quick analogue of +5 levels, but at the expense of reducing the variety of upgrades
3) at the start, the racial and starting skills are fully upgraded (but without taking additional skills), a quick analogue of +4 levels, but with increased risks in early upgrades (because all the skills offered for upgrade are new, the player will sometimes have to choose skills that are not useful to him)
4) at the start, +4 or +5 level-ups are offered (as well as +4-5 stats), but without a formal level increase
I like option 4 (but option 1 is also in reserve). It requires some attention and time to be devoted to each recruited hero, but it is the most versatile. The hero will receive exactly the additional skills and abilities that the player needs. In addition, with such a start, the player has more motivation to use each hero as a combatant, and not just as a faceless cockroach that doesn't know how to do anything in battle.
Added 36 minutes ago
Regarding the final level of heroes, why is it optimal to have 20-24 skills upgraded, and not more or less?
The answer is simple, let's take a conditional Mystic (education, spell power, chaos, summoning, luck, leadership).
For example, we are upgrading a tempo chaos mage with spell power luck (chaos, spell power, luck). What options are there?
1) complement the build with an enhanced racial (no more than 24 skills are needed)
2) complement the build with enhanced stats (+education)
3) complement the build with enhanced tempo (+leadership and empathy)
4) complement the build with a second school (+summoning)
5) instead of upgrading chaos, play on the element of cold (for which the skill is not so important), choosing 2 of the previous options to enhance the build
If there are not enough skills, there will be no variety (we will barely have time to upgrade the basic structure - Spell Power, spell power, and chaos).
If there are too many skills (immediately for several options of enhancement), the build becomes too universal and loses its diverse specialization.
And so you can consider any upgrades; for any idea, 2-3 skills that express it are enough, and another one that complements it. Everything beyond that only reduces variety.