A couple things to help out here (and suggest to be added in):
The Mekara Order: If these guys are really buggy, then you can soft-remove them by setting their <bPlayable> and <bAIPlayable> values to 0. This effectively removes them from the game without having to rip them out piece by tiny piece. This is done in the Assets\XML\Civilizations\Civ4CivilizationInfos.xml file.
I do the same thing with the Jotnar because they really don't survive very well in RifE.
The Frozen have survival/competitive issues as well due to their late arrival and a lack of space. Flipping the numbers on the Game Option 'No Liberation' will force it to be on and invisible, removing their spawn mechanic from the gameplay without tearing them out, and leaving them in for those who wish to re-enable them. File location is: Assets\XML\Gameinfo\CIV4GameOptionInfos.xml
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The Scions. This is just a personal view, but I've never understood why the scions would spread a terrain that would limit their ability to grow and expand so much. If your cities get any sort of size on them before you start getting Haunted Lands spawning throughout your territory, your largest cities will grind to a halt from all the unhealthy unhappiness that results from the Haunted Lands. A short bit of code added to the tail end of their portion of the CivilizationInfos.xml however will change this.
Thus the Scions get their Haunted Lands, but continue to be free from disease and other issues that plague the living when the terrain starts creeping across the map.
Same file as the change to the Mekara Order.
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I've also got some ideas for some promotion based upgrades for early game heroes like Gilden Silveric and Lucian who are overpowered and outclassed by late game heroes. Eventually I'll have them automatically applied at the appropriate tech like Korrina's "Undying" or "Dark Empathy" promotions do.
This will also help bring those early heroes up to par with the Grigori Heroes who can upgrade themselves into higher tier units.
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Edit 1: Also, glad to see someone else working on making the AI better... I wasn't looking forward to having to tweak that myself

... thank you.

Looking forward to 0.3
Another plan that I'm bouncing around in my head is pulling in the really great stuff from other FFH2 mods and putting them into RifE. Maybe making it into a standalone with all the great FFH2 mod pieces brought together as one single mod.
Edit 2: More on Scions fix... I feel the Risen Emperor should be able to pull Awakened from the Vault manually a good bit faster than Korrina (or any minor leaders) so I did a little adding to the Assets\Units\Civ4UnitInfos.xml for the Awakened and Reborn, I simply added this:
Now the Risen Emperor manually builds Awakened and Reborn faster than other Scions of Patria leaders.
Edit 3: One Minor Suggestion, more of a user-friendly simplification... add in the file structure of the mod (folders like Assets\XML\Gameinfo\ and Assets\Python\ etc.) when you upload 0.3... it will make installation of your fixes much simpler for the user (Just merge the Asset folders).
