Over the last week or so, I tried out the Amurites for the first time; I was always interested in trying them, as they almost seemed to fit me perfectly, but I was happy with the Sidar or Illians (though I don't play them much because Sean hates the idea of having to be at war with everyone else).
Honestly, I love them, and want to have a chance to try them in multiplayer, but I digress. During my games, I discovered they do in fact have a horrible early game. During my most recent game, I was nearly steam-rolled by the Svartlfar, until I reinforced my border town with 4 archers, palisade, walls, and a wall of stone from an adept. (I didn't have Firebows or Sorcery yet.) I was really lucky, because I had a mountain path seperating that town from the rest of my region, except for two squares, which as they started their attacks with the Hidden Nationality units, I was building forts on, and was lucky enough to already have 2 archers at one of them. Regardless, they managed to get to my capital with their HN units and take out all my other defenses (this was before I had fortified my border town) until I managed to get my border guards up... Thankfully, right before they declared open war. I held off against them for a good... Forty turns, nearly losing my, now castles, and fortified border town, until I got Firebows and a Wizard with Fireball and Regeneration. ... At which point, I burned their forces to a crisp backing up a Great general + Bronze weapon'd Swordsman, and marched in to their capital.
So yes, their early game really, really sucks. However, once you get Firebows, Wizards, and Govannon (who eliminates their need for access to death, fire, body, chaos, and shadow mana, which is an amazing boost for their mages), they don't really need anything else. ... Then again, I never got far enough into the game to have Passage through the Ether or anything, so I can't say that for certain.
In a way, I like them as they are... They have to use weak blades and archers to hold the line until they can find the books in their libraries containing the tomes of magical wisdom, at which point they're a force to be feared by everyone else. Fighting a human opponent, I would say, take them out early on while you have the chance.
I would, however, like the idea of them actually having stronger spells. But, at the same time, I really miss the days when Sorcery and Summoning were kept separate. ^^; So my opinion probably shouldn't count for much.
... Huh, here's an idea to reduce the micro-managing of Govannon a little. Have him able to cast a spell that creates a building in the city that teaches any units in there that spell, that lasts until Govannon dies. Though, that might be problematic as it frees him up to fight on the front line or the like. ^^;