I have never had much complaint about the haste spell, but then I micromanage like a crazed fiend. As far as how to make it less painful for those who don't like the current mechanics:
- The Fair Winds spell affects naval craft, the very slowest of which have 2 base speed. Remember also that coasts and oceans do not have roads! The extra move doesn't proportionally increase their movement nearly as much as Haste does for land units, so the idea of Haste functioning similarly seems a bit flawed.
- Making all tier I spells wear off with time goes against the balances of certain "weaker" or "less useful" tier I spells such as Loyalty, Courage, Enchanted Blade, and such. They are permanent because they do not give effects that are similar to what Haste does.
I think the best "fix" for this problem is one that can be accomplished by the player. Most of my Amurite kingdoms by the time Govannon is running about teaching all units Haste have had perhaps a dozen workers. After they all learn haste, most of the core kingdom has been developed, and I can stack them up in pairs or fours, leaving one summoned skeleton skipping turn every turn on the tile to bring the cursor automatically to that location, where I activate one of the workers, cast haste, and continue to work. As far as automove goes, it can be somewhat annoying, but moving units with the keypad over roads, one gets two or three extra squares. That justifies any micromanagement for me personally, and if it doesn't, then take the time to design a modmod for yourself that will allow Haste to work as you like.
This game is the creation of the team, and while I know they value our input, things such as this only make more work for them, particularly when not everyone is agreeing on the issue. Regardless, we'll see what action (if any) they take. I forsee Magister's mod (once he works out the kinks and possibly releases it to the rest of us) as being quite popular in certain circles, just as Sureshot's various multiplayer adaptations have been.