Are most of the Leaders same strength value? and Can Cardith Lorda upgrade into Eurabatres?
Perhaps I could see Jonas, Charadon, and Sabathiel as being a bit stronger, and Sabby with angel obviously. Maybe even give Sabby a one time immortal promo like Hyborem gets. (and add it to Basium probably)
Of course Os-Gabella should be relatively weak, like 1 or 2 strength, only with Channelling I-III and true immortality
Tebryn should also get pretty much imortality, or at least a one time immortality. According to the Lore his immortality is connected to Abashi, so if you could somehow link Tebryn to be immortal until Abashi is killed that could be cool.
I would bet people like Capria would also gain the "Valor" promotion alongside hero, in addition to being able to cast morale. While Sabathiel could cast courage.
Maybe you could also give Basium a "heralds call" ability like their heralds have ... just because he doesnt seem to exactly care for human life.
As far as other leaders with Chanelling III, Perpentach + the Amurite leaders seems to fit the bill.
And then Sandalphon should probably be just as withdrawally as Loki is, since he always runs away, slips away, fades away. He is probably the most skilled shade. I see his only benefit should be "invisible" and able to enter peoples cities and look inside them, that sort of thing. LIke a shadow, although I think he should somehow ignore the presence of enemy/rival units. And of course, being just as hard to kill as Loki, if not harder. maybe only 1 strength or so though. Or the strength of a Shade I guess, and probably only able to defend.
Mahala and Tasunke should start with the commando promotion, Tasunke should probably be horseman strength and speed, with EXTRA withdraw (maybe to a max of 100 withdraw? of course, you know max values are only on open plains with all movement left anyways), and if you decide to not make him super withdrawing, then perhaps let him upgradeable to a horsearcher version, and maybe even a Knight version as well.
As for Mahala, if possible she should be recon unitclass, with hunter movement and strength, upgradable to ranger strength, and able to cast the Balseraph "taunt" and the Druids "tangled vines" although hopefully able to rename it to "Cast Net", or "Net Traps", or something like that.
Auric should be able to upgrade to Auric Ascended "somehow" and start with Ice One for the slow spell. Maybe he gets 4 strength, can use weapons, and 2 movement.
Probably all melee leaders should be able to use weapons, with the more charismatic ones able to use 2 movement strength I think, to represent their flexibility. Actually, king units just make more sense to have more movement I think, except maybe the Dwarves.
I think it Would be fun for the Luichurp leaders to be riding a golem into battle, and able to upgrade into the different golem types, by buying a new Golem as a mount.
Maybe the basic King unit, for Cal leaders to use, would have 3 strength, 2 movement, and able to cast Morale and (??) to make up for their lack of flavor. Probably Hero+Valor as well.
Faerly should be a huntress, hopefully using a modified succubus model, with the Mind II Charm spell.
And thessa a mage, Arendel a priest, and Amelanchier an archer respectively.
Hannah the Irin should probably outright start with Air II, commando, bounty hunter, and Fear. Although maybe only have 2 strength to make up for it.
Mahala and Tasunke may also start out with Bounty Hunter.
Alexis and Falamar should probably be outright vampires, exactly the same, only with Losha's type of immortality. And I guess hero as well, but not having hero is almost just as well, starting from the beginning with Losha's type of immortality. Of course, since they are probably more Lordy than the Vamp Lords, I can see them having "true" immortality, although of course only Os-Gabella has certain true immortality, and Tebryn's form is fairly close as long as that rune is on the dragon's forehead.
I think the Varn Gosam unit should be a disciple type with 2 movement, for a total of 3 movement with the free mobility 1. I think the should be able to spread his State Religion on a monetary cost, like the Esus units use. Maybe a turn delay as well, of 2 turns perhaps.
If possible, Faeryl should be able to upgrade to an assasin, though keeping the Charm spell, and Varn should have divine and chanelling II, as well as a spell that changes his religion to the players state religion. Using the same code, hopefully, that enables players to keep their priests when they switch religion. (same for Arendel of the Elves, hopefully)
In any case, I think its quite fitting that the Sheiam players should have immortal king units. As well as Sandalphons hard to kill mentality, with him being the master shadesman after all.
all the dwarven leaders should probably start with Enchantment I and II, in order to perhaps simulate fine dwarven craftsmanship, straight from the underhome. And the Luichurps because they are skilled in enchanting magicks.
It would be really cool if the traits you pick on the Cal could give your vanilla king unit special abilities based upon your trait, or at least have an alternate version of them to upgrade into after the first or second turn.
Charismatic could translate to casting Morale, and allowing units on the tile to upgrade.
Raiders could translate to commando and bounty hunter (additional movement?)(marksman?) and can pillage, if they couldn't already.
Aggresive could translate to free combat I and ability for weapons promos.
Organized could translate to being able to "buy" a courthouse in a city due to a spell, probably 3/4 the cost of rushbuilding a courthouse. a one time recruit spell, and free supply costs for units in the tile.
Arcane could translate to arcane unit class and Channeling I-III
Philosophical could mean high withdrawal rates and Perfect Sight, in addition to Mind I spell.
Ingenuity could allow units on the tile to upgrade, and the ability to caste haste.
Spritual could mean- divine, ability to adopt state religion, chanelling II, AND demon if evil, angel if good, and ability to spread religion through money (and high withdrawal?) if neutral.
Financial -> bounty hunter, sentry I and II, (marksman?)
Industrious -> can build mines, lubermill, windmill, workshop, and watermill from turn 1, can chop trees from turn 1,
Defensive -> can cast recruit (once), hope, morale, courage, and can build forts. (and starts with guerilla 1, woodsman 1, homeland, and defensive promo)
Summoner -> Arcane unit type, starts with extension I + II, grants 50% vs Illusion and elemental? Its tempting to give summoner commanders' summons the Illusion promotion.