I think Barnaxus is just a symptom of a bigger problem for the entire Luchuirp race. They're the most boring developed civ I've played (and they shouldn't be - I love the theme!) because a large part of their early game is exactly the same, every time. There are two things you don't have a choice in when you play Luchuirp. In order, you MUST:well if it was easy to train him, you might as well give all golems empower 5 already then.
if you are luchuirp, you should be beelining straight for barnaxus...
1) Beeline for Barnaxus since he's very weak and will want to beat up on 1 or 2 Str barbs while they're still around
2) Beeline for adepts to get something that every other race has already - healing!
#2 is a killer. It takes me off my preferred (with Luchuirp) melee & economic paths but without it, I can't even proceed to axemen/wood golems. This really messes up this race's ability to attack early, forcing a defensive style of play early on whether I want it or not. The Luchuirp should have more choices for healing. I'd suggest either:
1) Giving Barnaxus the repair spell. As it is you can't use him for ages after you get him since you need accompanying adepts.
2) Add a new Repairmen/Repairy-golem-thing unit or such and have it come in at or just before Metal Casting, along the melee line. This way if you go heavy golems (which Luchuirp should be, right?) you'll get healing eventually.
I think the lack of healing is great theme for the Luchuirp but as it's implemented it forces their hand too much. I don't mind the beelining for Barnaxus so much since it's down the melee/golem path and other races have similar synergies, too, (Elves) but having to go down an alternate path for healing is harsh. And predictable
