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It's time to finish writing about the rest.
Haven:
1. I prefer stunning over the ability to deal additional damage, but I prefer stunning more. These units are weak, and it's better for them to avoid being captured, so I prefer the older versions.
2. Here, I prefer the newer versions. Shooting without a penalty significantly increases damage, and stronger close-range attacks rarely provide much benefit.
3. Both options are good, but the older versions are worth taking only against armies with strong archers, like the Forest Alliance, to protect important units. Otherwise, I take the newer versions more often, as they deal good damage with two attacks.
4. This is a difficult choice. The advantage of the new griffins is that they return to their original position, unlike the old ones, which could end up impaled on stakes or in the enemy's clutches, where they would be immediately captured. Also, the new ones are more durable and deal more damage with a counterattack, which is useful with continuous retaliation. However, the old ones have much better initiative and can fly multiple times, which greatly helps in leveling up against tough monsters like ents and hydras. With acceleration, they could dive on them several times before they move, and I practically won battles thanks to them. So, it depends on the situation; both options will work.
5. The new ones shoot slightly harder and remove buffs, which might be a little more useful, although the old ones buff better.
6. The new ones are better only against armies where you need to target hidden archers; otherwise, I usually take the old ones, as laying on of hands is sometimes very useful, and immunity to berserk is always a plus.
7. Resurrection is always good to have in an army, and the old ones don't have damage variance, which is also good. However, on the other hand, the large damage variance of the new ones can be used to your advantage with divine power, and then no seventh-level creature can compare to them in damage, and divine retribution will also be effective towards the end of the battle. So, the new ones can definitely be taken.
Stronghold:
1. The new ones are more suitable for protecting archers, but I prefer the old ones.
2. Here, too, I prefer the old ones, as it's more useful to significantly reduce the speed of particularly fast units than to pull someone one square closer. In addition, they also provide decent defense in melee combat.
3. Both options are good here, but I like the abilities of the new ones more. They not only scare the main target but can also scare nearby units, which can be a good way to disrupt the enemy's formation and push many back on the initiative scale. However, fear doesn't work on everyone, so sometimes a paw attack might be better.
4. Here, too, I prefer the new ones. The old ones are good with their enhanced and retaliatory attack, but the new ones deal better damage to large monsters, increase stats when taking damage, and can stun. I think that, overall, the new ones have more advantages.
5. I also lean towards the new ones. Launching two fireballs is better than one wall of fire. True, there's no crossfire attack, but they deal more damage to a single target.
6. But here, something seems off. Previously, there were only lightning-based ones, and now they've been put in the new column, while the fire-based ones have been put with the old ones. The Yarls are better against a single target, although sometimes there's a fire wave, but it's not as strong. The Erls are well-suited against many units, especially if you have the rune of battle rage and there are many enemies nearby. The low damage is compensated for by the double attack, although, as I said, the Yarls are better against a single unit.
7. Closer to the old ones. Sometimes it's fun to start a fire on the battlefield, especially since the dwarves have many units with fire immunity, but I like the fire shield more; it makes life difficult for melee units. And the old dragons are more durable.
Academy:
1. I like the old ones more, due to the repair ability. Although sometimes delaying the machines is useful, for example, when defending a castle.
2. Here, the old ones are clearly better. The new ones have some kind of vague ability. Slightly increasing damage and scattering your own units doesn't make much sense, especially since there's a risk that their attack will harm your own units if they cast a mass spell at the beginning of the battle before they move. But the old ones, which have good defense and immunity to three schools of magic, are good for blocking enemy archers.
3. I prefer the new ones more. Although I also like the old ones for their continuous retaliation, with the new ones, you can have a lot of fun with spells, including Armageddon.
4. Closer to the old ones. They have a larger arsenal of spells, and the new ones don't even have a fireball. Although with the new ones, you can shoot well under cover, and with a large army, this can be more beneficial.
5. Although the old ones are fun, their spellcasting is unpredictable: sometimes they cast something useful, and sometimes not. The new ones only have luck manipulation, so you don't have to worry about them casting something inappropriate. And the new ones are also more resistant to spells. In the end: with a successful spell, the old ones will be better, but that doesn't always happen, so the choice is quite debatable.
6. Still, I lean towards the old ones, as a retaliatory attack helps a lot. But there are cases when hitting multiple targets is more effective. Again, it depends on the situation.
7. Surprisingly, both upgrades have absolutely identical stats. The only difference is in the special ability, so both options are good. The old one can reach a target even when blocked, and the new one can slightly spoil the archers' day with its thunderstorm. It's hard to say which is better here.
Necropolis:
1. I must say that the new ones have good stats. They have increased protection against everything, cover, and a stunning attack. Although they are better than the old ones when sieging a castle, otherwise, it's worth playing with the new ones.
2. There isn't much difference here, although the new ones are slightly more durable, and the aura is good, so I lean towards them.
3. It depends on the situation. In some armies where there are sorcerers, the old ones are more suitable. Otherwise, you can use the new ones.
4. Somehow, I'm more used to the old ones. It's better to heal when they don't get stunned. The new ones don't always get stunned, but it might not work. But the new ones can sometimes effectively take enemy units out of action, but again, they won't be able to neutralize all enemies, and sometimes a tent can heal paralyzed units. So, the new ones are applicable, but not always.
5. Overall, I like the old ones more. The damage from the cloud helps against a crowd, and the plague is also useful. But the new ones can temporarily replace the hero and revive their own units, which is also good. Maybe you can play with the new ones at the beginning, but otherwise, I prefer the old ones.
6. Here, I prefer the old ones. Against high-level units, touch is very helpful, and the new ones' spell might only do something useful at high levels and with good armies, but then it might be worth taking them.
7. Both options are good; it's hard to determine which is more effective, but I like the new ones more.