I'll think about reimplementing prophets (with a build pagan temple spell), but I probably won't do it. Also, the temple founding spells aren't tied to the units religion, just to the unit itself.
If I do add them back, how would adding a Bhall Orc Clan/Barbarian UU (a prophet with Fire I) sound? (Since priests don't have channeling in my version, this would not give Clan Priests access to other fire spells, just let them set fires really early. (Right now I've actually added a Sacred Pyre pagan temple UB, which grants fire 1 to all units built in the city)
I didn't propose requiring a Great Prophet, I proposed needinga High Priest. This would also give High Priests the ability to spread their religion, which they currently cannot do. (Although when I implement the Evangelist promotion they can get that and have a small random change to spread their religion passively.)
Oh, I don't think I'd mentioned that all the Holy Shrines produce twice the mana and are now equipment. Dropping them in a new city (which requires you follow the appropriate state religion) causes it to become the new Holy City of said religion. I tried to make it so that you can't pick it up from a city but could still grab the equipment unit spawned from razing the city, but I had some trouble with that. For now, only high priests of the appropriate religion can pick up the shrines.
Mutation seems way too weak for a high priest spell to me, since it is also a passive mana effect. I might consider making it cultist spell, but I think I prefer removing it. I'll probably make the darker heal spell randomly either heal a disease or make the unit merely a carrier. I don't consider disease to be too strong considering every civ will have units to heal them (normal religious priests for most, plus Grigori Medics for the Grigori and Priests of the Hand for the Illians). AV civs are currently able to use disease against their enemies, using diseased corpses, can cure disease, and can field lots of undead and demonic units that are immune anyway, so I don't think this will be that over powered.
Yeah, rituals seem like a better idea. The game needs more rituals.
Kael has already removed HN from the unit defines in .32. I was considering making animals never be HN, but instead having a "Feral" promotion that makes them always hostile (requiring xienwolf's code) anyway. Hmm...it might be nice if this made the also had a chance of making the unit turn barbarian again, and to let units with subdue animal remove the promotion once you have animal handling (subdue animal was moved to hunting) or Animal Mastery. It might be nice if animals (and beasts?) had a spell to get this promotion back at feral bond. Or overpowered. Would letting you purchase this promotion again with xp be better?
I'm still very open to suggestions for spells, rituals, etc., especially civ specific, alignment specific, cross-sphere, and religious spells (not limited to priests spells: I'm thinking it could be good for mages with religions to have extra spells from the spheres that best fit with the religion. I don't really care about trying to balance out the numbers of spells for different spheres, religions, etc, so don't feel that filling a slot with one spell means you can;t put another one there.). I'd have no problem a spell with several of these requirements either. An Evil, Sidar, Spirit/Enchantment, Laroth-style spell could be cool. Fire/Entropy AV, Sun/Spirit Empyrean, Shadow/Mind Esus, ect, all seem appropriate. I think that Druids and FoL priests should have different spells available for Good, Neutral, and Evil alignments. Powerful Good-AV and Evil-Order spells could be interesting; it is extremely difficult to get these combinations (impossible without Broader Alignments), so it seems there should be an incentive to try.