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Why not add the option to refuse a skill from a witch's hut? It's only realistic that a hero might choose not to learn from the witch — it's not like she can force him to absorb that knowledge by force :) A cost could be added.
The same should be done with the mana vortex in the dungeon.
I'd also like the ability to view available spells in the mage tower WITHOUT heroes being in the town.
These changes would make the game simpler and reduce the number of things to keep in mind.
Added after 4 minutes
Suggestion for fire or water control: a spell that allows visiting unguarded objects at a distance (similar to visions). This would improve collecting objects with papa heroes, who are usually ignored due to movement points.
The spell costs mana and movement points. Improving the corresponding magic school reduces/removes the movement point cost and increases the number of uses per hero per day.
Added after 2 minutes
Suggestion regarding the map: why must you always approach a hive from the bottom or sides — why can't you approach from above? The hive is small after all. The same issues apply to similar one-hex objects (wells, trees of wisdom, huts, and others). Also, add the ability to move upward from such objects.
Added after 39 minutes
Suggestions for improving map generation:
1) Split object costs into 4 types: army objects (conservatories, hives, etc.), artifacts, external dwellings, resources. The reason is as follows: army objects increase power by a certain number, while stats increase power by a certain percentage — i.e., the former adds, while the latter multiplies. This sometimes creates two unbalanced situations:
A) There are many strong artifacts, but nothing to take them with.
B) There is a lot of army, but stats are zero.
This would also allow the map generator to create such unbalanced situations :)
2) Ban water artifacts on maps without water (remove admiral's hats from Dragon Utopias, remove all boat scrolls, replace navigation with another skill).
3) Reduce the probability of two shields appearing in one zone: when one shield is generated, the probability of a second decreases. This idea could be extended to artifact "specialties": control, battle (morale, speed), stats, others.
4) The appearance of some army object (conservatory, hive, etc.) increases the probability of a similar object appearing in the zone and on the map overall. This would solve the problem of a "mismatched" army, where there is no single powerful stack but 5 mediocre little stacks :)
This would also diversify games — in one game there would be wyverns and cyclopses, in another giants and angels.
5) Add an object limit to the map editor. Sometimes on Jebus Cross 3-4 Dragon Utopias are generated, which eat up other objects. The situation is similar to point 1: there is something to take, but nothing to take it with.
Added after 11 minutes
Another suggestion regarding the map (not generation) — the ability to path through objects. For example, there is often some lookout on the road. Let it be possible to plot a path through it.
When visiting an object, 3 situations then arise:
A) The player visits the object (object at the end of the path).
B) The player passes by the object, visiting it is strictly positive (a lookout is always a plus, for example).
C) The player passes by the object, visiting it is debatable (hive — losses, booster — minus gold).
Added after 11 minutes
In addition to the previous point — add the ability to walk THROUGH artifacts (and various resources/chests), collecting them in the process.
Added after 1 minute
In addition to the very first point (about huts), also add the ability to refuse unwanted skills from scholars.
Added after 10 minutes
At the moment, some skills are completely and utterly useless (learning, first aid, navigation), and some are close to that (resistance, gold, diplomacy). Why not give the option to ban some of them at the start?
Added after 7 minutes
I also had an idea to nerf the red orb — let it not forbid magic, but instead reduce spell power by 15 and lower magic schools by 2 tiers (expert to basic, and remove the rest). But then it's unclear what to do with the cape.