EVENT SUGGESTIONS
Presently there's a number of events that vary from unfairly weighted to basically just useless wastes of a pop-up. There's way more than what I'm listing that deserves a look, a fresh coat of paint, or perhaps the axe, but off the top of my head for the moment:
Prophet Constellation
There's one of these for Good and for Evil that let you pay a lump sum of gold to get a Great Prophet, or else take a research boost. This event is pretty powerful, punishes Neutral leaders, and given its earliness and relative high likelihood can create ridiculous swings for strategies that benefit from rushing religion or having early gold income. Great Prophets are amazing all-around boosts to the city they settle in even if you're not using them to out-tech your neighbors.
Suggestion: Instead of two events with two signs, make one event with a single uncertain sign that allows each alignment to interpret it (for 100 gold) for similar-but-slightly-randomized bonuses. One event, four options:
GOOD: It's Lugus' constellation. Equal chance of Great Prophet, Great Artist, or Great Healer.
EVIL: It's Cerwiden's constellation. Equal chance of Great Prophet, Great Artist, or Great Sage.
NEUTRAL: It's Dagda's constellation. Equal chance of Great Artist, Great Merchant, or Great Engineer.
TOO POOR: The signs are difficult to read; this confrontation with the unknown has spurred the curiosity of your people's most intelligent. Large research boost and possibly an infusion of random GPP if you can do that.
Suddenly Elf
There's an event where you find a lost elven community in a random forest. You can leave them be for a free hamlet, which is cool, or set it on fire for uncertain results, which is garbage because the reward is bad and now you have a fire situation, or you can welcome them home if you're elves for a population boost, which is also kinda lame, or if you're Good you get a free archer with Dexterous even before Archery, solving all your defense needs for like a hundred turns in that city. This event can even fire more than once for more archers. This isn't great.
Suggestion: Five options. Good-exclusive, Neutral-exclusive, Neutral-open, Evil-exclusive, Elf-exclusive.
Good-exclusive: You get an elvish WARRIOR with Dexterous.
Neutral-exclusive: The elves offer a trading arrangement and formally join your society. +1 population in nearest city, random forest resource spawns.
Neutral-open: You leave them be. Free hamlet on the forest tile.
Evil-exclusive: You don't leave them be. An Enraged elvish Scout spawns within 1-2 tiles, but you get a free camp with +1 hammer and +1 commerce on the tile.
Ljosalfar/Svartalfar/Hamstalfar-exclusive: You get the benefits of both Good-exclusive and Evil-exclusive, without the enraged Scout.
Terraforming Astrology
I hate these so much. Does anyone like them? They just screw up tiles for hideous amounts of time for no reason and waste event slots that could have been something significant or interesting.
Suggestion: Remove all Sign of Bhall/Sign of Mulcarn events.
Murder Mystery
It's a cool idea but the lack of effective randomization - you can't have a challenge both random AND it takes thinking, best you could do is have a ton of copies of the event with different descriptions to indicate different right answers - means if you've solved it once you've solved it forever, and the small happiness bonus isn't really interesting.
Suggestion: Probably axe. The "do you want to recruit this crazy murderer" event is a better model for handling this sort of thing, although that event could use a look because I've never wanted a mid-tier melee unit that will eventually go barbarian on me as an event reward personally.
Assassination Attempt
If you're Good, assassination attempts are a free +1 happiness in the city the event triggers in. For everyone else it's just random diplomatic penalties. Or some food for the Calabim, I think.
Suggestion: More variance. Make the event require someone to have Poisons, also, if it doesn't already.
Neutral-open: Start an investigation. Random diplomatic bonuses and penalties.
Neutral-exclusive: Hire the assassin. Get an assassin with a random race.
Evil-exclusive: Make an example. Get a Grand Gallows building that adds +2 culture, -10% war weariness, -10% maintenance.
Good-exclusive: Redeem them. Free priest specialist, +1 happy in the city, -5 to the Armageddon Counter.
Calabim-exclusive: Turn them. Get an assassin with Vampirism.
GENERAL SUGGESTION
I don't remember if I've said this before, but the AI doesn't know how to manage the high upkeep cost of Fort Commanders. In particular this is harmful to dwarves, who build dwarven mines that then drain the vaults they're supposed to be invested in filling. Players can just delete a commander but the AI doesn't know about that and it's an annoying vulnerability as a player too.
Suggestion: Dwarven Mines instead should work like Ancient Forests for FoL players; enemy units stepping on them have a chance to force the unit off and spawn an Enraged Dwarven Champion. They should not be forts at all.