DREWid .... don't disappear back into the lurker world ...

your proposition are good and all.
for amurites becoming less bland.. I have no more ideas, so much has been proposed...
The only real issue I find now for them is the uniqueness of govannon.
why are amurites bland : summary :
truly, no other civ depends SO much on ONE unit to have their uniqueness...
even the lurchuips can build golems without barnaxus.
The cave and the firebows are good, but not so much and not so unique.
_fireballs are launched by everyone,
_archery line is not interesting save for elves or for a defense only strategy
_if you want to devellop your cities you have to tech everywhere
save in the archer and the magic line.... having all your uniqueness in those 2 lines can be crippling for an empire, either you are unique and 'undevelloped' or you develop your empire and you play vanilla...)
1 turn mages -cave of ancestors-
_can (not easily but still) be emulated by any civ : civics : +4, form of the titan : +2, command post : +2, easy xp +2 ... =10 (use xp on combat promo, losen a chaos marauder summon, try to disband him, he becomes barb,
launch 1 fireball on him : he is flatened, (if you can, else put him on a desert and attack him, you already have combat IV) kill him with your new adept : +2 xp (at least)
(there are two issues : I'm sure I missed some free xp for the new adept ; amurites don't have 10 free xp every games....)
conclusion
so all the uniqueness relies on govanon : a lot of micromanagement and he can be easily killed.... and the only other good point is the "ranger-lich" path that is called the "druid-exploit"... (well truly an exploit now that govannon teaches fire1 ...

)
(the only civ that relies so much on heroes are : mercurian and infernals who are immensely unique even without the hero and lurchuips... who can always build golems and whose heros can be rebuilt !!!!)
I may propose a new option :
_I liked the idea of having amurite lichs becoming UU
told before by mdfairch: Dark-wizards or uber-old wizard or Mage-professors or ...whatever... making them alive and weak is also good.
then : take care of the druid exploit :
remove it or nerf it a bit : make lichdom randomly lose the divine or summoner or sorcery promotion.. so they never can have the 3 : amurite can gain 2 domain lichs but not 3 and you can't be sure which ones will be chosen. for other civs it doesn't change.
Finally :
allow those lichs UU to be able to teach, as govannon, but they need lvl 3 in one domain to teach it... and may even be limited to the spheres govannon can already teach.
thus : (4 in 1 bonus)
-uniqueness of the amurite is not lost when govanon dies (teaching)
-less micro as you can have late game potentially 4 teachers
-reducing the druid-exploit as those new lichs are weak and lose a spell familly
-not an increase of powere for the amurites as : those dark-wiazrd need either 'druid exploit' that is nerfed or sacrifying an archmage (+ 2 promo) to obtain a unit that becomes weaker in strenght : more easily killable, and the teaching ability is limited to few spheres as they would need lvl 2 to teach : death ... and fire as mostly your archmages would have fire, and maybe 1 other mana sphere per lich. (even more limited if restricted to the spheres govanon can teach as your archmages may have air3/law3 ..etc thatare not teachable.)