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Actually, the topic is "what would you change in Heroes 4?", not "what would you change in the latest version of Equilibrium?".
Now, please reread my post based on this information.
Regarding Life - the "Resurrection" spell didn't exist originally. "Hand of God" is only a backup in the case of a very, very powerful cleric (Paladin with 5555 combat skills). Otherwise, the cleric will be taken down by level 4 units (Cyclops, Devils) on the very first turn - considering his initiative. The Guardian Angel is removed just as easily as Blessed is, with "Cancel".
As for the fact that with a large number of troops, everyone will choose a Life hero - yes, I have nothing to object to here. He will indeed become the most useful hero, given the low number of blessings in other schools. And while Death and Order can still compete with the Life hero on equal terms, Chaos and Nature will definitely lose in this scenario. When there are huge armies of various units on the battlefield, the Druid summoning will no longer be as critically useful, and direct damage magic will generally be useless. This is exactly what happened in Heroes 3 - a wizard focused on direct damage magic (Solmyr, Deemer) had to rush very quickly, otherwise he became significantly weaker than a blessing/cursing hero. I don't think this was a good feature of the game - it really just made it more boring. Heroes 4 is much more enjoyable in this regard.
Of course, introducing those weak level 1 units onto the battlefield will only burden the army. Therefore, either a full upgrade of these creatures is needed (for example, a noticeably greater bonus from tactics skills) - or replacing them with adequate level 2 units. But such a replacement exists only for Nature (elementals), and something still needs to be invented for the other races... of course, it's easier to just dismiss my idea of "introducing" simple soldiers onto the battlefield. However, I will remind you once again: soldiers fight, generals command. Vampires, djinns, ifrits - these are, in theory, the "special forces" of the army, and not the main striking force. An airborne brigade can quickly capture the center of the enemy's communications, but the most ordinary infantry will hold out "to the last" in the trenches...
In fact, this shortcoming of Heroes 4 cannot be fixed without a fundamental change in the gameplay. This will be a completely different game, so let's forget that I even suggested anything :)
And as for the single-use Blessed - IMHO, this would be correct. Death can remove Blessed with "Cancel", Order - with "Dispel", Nature - with "Antimagic" (if I'm not mistaken, it dispels the target during casting) and then finish it off with summoned creatures, Chaos - hit with "Despair", and Life, in compensation for the lack of ways to remove Blessed from the enemy, has "Hand of God" on itself (if the cleric is not killed on the first turn). But the absence of a second chance to drink Blessed will greatly reduce the "coolness" of the heroes. All monsters (and Barbarians) with double attack become more important ;) I, frankly, am annoyed by an army of five supermen on the battlefield, complemented by weak, frail creatures that, according to the canons of fantasy, should be able to compete on equal terms with the entire squad of heroes (dragons, phoenixes, titans - why do we kill them with one hit?).
As for the simultaneous attack of archers - that's exactly how it should be, so that the first squad clears out the second => whoever has more initiative wins. In life, this is exactly the case - whoever shoots first is more likely to win. Whether it's a bow or an artillery gun.
As for the super-warrior class - this is for campaigns, not for short games :) Simply in campaigns, the hero is most often reduced to the archmage class (unless a demonologist is needed) - so let there be an adequate alternative for warriors. Otherwise, it's boring to play as a warlord :)