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I was guided by three criteria when modifying the mod: classicism, accessibility, and logic (with priority given to them in that order). As a result... what came out, came out:
For the Knights, Compassion and Fight to the Death have been replaced with Overseer and Veteran Commander (read: all racial + Angel).
For the Demons, Flame Arrows and Cursed Ground have been replaced with Hellfire and Mark of the Damned (read: the same as yours).
For the Necromancers, Lord of the Dead and Dark Regeneration have been replaced with Eternal Slavery and Spiritual Bond (read: all racial + Banishment).
For the Rangers, Elven Luck and Secrets of Light have been replaced with Rain of Arrows and Magic Arrow (read: all racial + Native Lands; yes, it turned out to be absurd, but I couldn't offend Ilfya and Ossir).
For the Wizards, Secret Advantage and Earthquake have been replaced with Magic Mirror and Artifact Absorption (read: Mentorship + the two racial skills mentioned above).
For the Rune Mages, Exhaustion and Shield have been replaced with Refreshed Runes and Completed Runes (read: the same as yours).
For the Barbarians, Sulfur Rain and Devil Strike have been replaced with Resistance to Magic and Reinforcements (read: the same as yours; I also removed the debuff).
For the Dark Mages, Lucky Spell and Secret Advantage have been replaced with Dark Ritual and Arcane Wave (read: all racial + all basic Chaos skills).
I also added a small feature that allows Necromancers to raise undead according to their level and tier (basic undead for basic, advanced and alternate for advanced); I don't even know why I did it, maybe it should have been split into two separate mods.