"Champions are automatically able to cast spells. What makes the sovereign special – as a channeler – is they’re the ones with the ability to derive mana from the shards. All spell casters use the global pool supplied, ultimately, through your channeler. The bottom line, lots more magic being thrown around."
I agree with decision to remove imbue. But this line is just a description, no game effect except for shards. Logic wise is also a bit weird, so before they served under channelers they couldnt cast spells? But then suddenly they could? How does that work particularly if thye are high level already. Or perhaps you mean before that they were limited to their personal mana, which can be very limited..but there is no concept of personal mana in FE.
Still ,Could we have some game effect to really show the channeler is more powerful or at least different from run of mill champions?
I really like the idea of limiting mana usable in Tactical combat by intelligence and/or level, except Soveriegn would have higher limits or even none.
Mana that can be used per tactical combat per champion = INT + Level *2 (adjustable by abilities)
Channelers could have higher limits or even a special ability "Channeler" - No limit to mana use per tactical combat
More complicated ideas would be soft limits, you can throw mana beyond your limit but for each mana point used beyond your limit, you pay X2.
Even more complicated would be marrying it with MOM ideas of range... The further you were from the channeler the greater penalities you pay to cast spells.. SO range penalty of X2 means even if you could use 20 mana per combat, it would cost you 40 from the pool.
Or AOW ideas of "domain", where your channeler could cast overland spells only if within your "domain" . Domains were extendable by moving your channeler to Wizard's Towers (there were different types i think that extended the domain). It was a great concept as you tried to arrange combats in your domain so you could have magic support.. or move your wizard up to support ....