I've been advancing through the game, I'm now clearing the shrines after my first clear (by the way, I found the last battle in hanging gardens before the final boss with to be very deadly, the damage the boss could dish out with the warlock spells and the 2 handed weapon + high accuracy would almost one shot any non tank unit, very scary considering the extra units in play, in comparison the last battle felt easier to handle because its only one enemy, so even if its big damage as long as its not a one shot you can handle it). I was overall very pleased with the difficulty, and it was lovely to see some necromancy spells from the templars (had never seen paranoia or some other control spells cast). Still wish poison cloud was removed from the game as it feels like a cheap trap the AI can't stop falling into.
On the removal of -ology skills, while I understand as a player you will always level anatomy (because the campaign and most battles are fought against humans) and they make an big difference in damage once they are leveled, I'm worried how the removal of said skills will affect recruitment, as having a high anatomy or whatever skill makes recruitment easy/possible from some units, and for some parts of the game recruitment is the viable way to get gear upgrades. If the recruitment is tinkered I think, at least for me, that it won't be a terrible thing.
I also found some rogue traps would crash my game (the MP recovery one didn't, but the air damage+charm did crash my game, it was on a bad weather and a dragon steped on it, don't know if this is helpful), so I've been avoiding the offensive ones, but the support ones are good.
I love how the non humanoid classes have a more specific role, though I found the limitation on summon tier 2 spells to be odd to say the least (maybe its my love for patriarch spellcasters clouding my judgment), but the familiars felt really good as a kind of hybrid caster/healer with good mobility and evasion, will probably try to squeeze one of those fairies into my team.
Finally, despite all the nerfs, archers still feel very powerful, only used my rogue with a one hand bow as a limitation of some kind (less range and less damage), and while knights and dragons couldn't be killed without big trouble (specially TP fed dragons+heals behind), any non tank units would have 0 chance, mages could squeeze in one spell but usually that was it for them, don't know if archers with double shot/tremendous shot would make it even more absurd. I don't know if gunners should be included in the discussion, as they are late game units and guns appear very late, but imho the damage they dish totally out of control for the range the guns have, and barricade is a very powerful control tool. Haven't witnessed one handed gun damage yet, hoping this one will be a bit more tame.
Outside of this I really like the balance of all the magic schools, with the buffs/debuffs available making some elements that I wouldn't have used before really nice (like ice and water) and making other schools which I felt were too good (like dark magic) fall more in line.
Thanks again for all the work you've been putting into the project.