One suggestion for the new equipment/gear:
I have noticed that non-champion, dedicated support abilities are completely absent from Elemental. By non-champion support abilities, I mean buffs, debuffs, heals and dots that can be cast by mundane troops outside of the spell-casting arena. I think that such abilities can be woven into some of the existing weapons/items, though many of these abilities would have to be added in via new equippable items. Here are some examples:
Monk's staff: in addition to the current base damage, allows the unit to use the following ability: heal troop (power based on number of units with the staff in the troop as well as the spell mastery of any champion), range one (right next to the unit).
Alchemy sack (kit): Miscellaneous equipment that gives the unit the following ability: Troll essence (gives target troop tactical regeneration +2 and increases the strength of the troop by 9 (split amongst members)). Reduces the tactical movement of the troop by one and reduces strength and defense by X (makes this kit less likely to abused on combat troops without penalty).
Assassin's cloak (kit): allows the unit to automatically inflict critical hits when an enemy unit is surrounded by X number of friendly troops. Reduces unit's defense and constitution.
Paragon shield: Allows the bearer to use the following ability: Defend the weak (shares some damage with the target troop but reduces the movement speed of the user until the end of combat).
Trap bag (kit): allows the unit to set traps on the battlefield. Traps cause damage and reduce the movement speed of the afflicted unit.
War horn: Grants the unit the following ability: Increase morale (all friendly troops gain X constitution and + X defense until the end of combat (can only be used once per combat; other war horn effects do not stack)). After using the ability, the unit temporarily loses X initiative due to being winded.
War drums: Grants the unit the following ability: Blood frenzy (all friendly troops gain +X to damage and +X to crit until the next turn of the user. This ability can be used an infinite number of times in combat, but the user cannot perform actions after using the ability. Buffs from this ability do not stack). Lowers the user's damage by X.
Siren horn: Grants the unit the following ability: Weaken resolve (all enemy units lose X damage and have all of their resistances lowered by X until the next turn of the user. This ability can only be used once per combat).
Please consider implementing some support abilities. Several of these suggested items would not significantly lengthen the duration of tactical combat, and if sufficient restrictions were placed on them, they would increase unit versatility while not over-complicating the system.