1) Why can't Destiny's insight cost only 100 mana, Instead of 200? 125?
2) Why can't xp giving books be available in the shop for a fat price (maybe make it a tech unlock)? Why can't the adventurer's guild give a flat 1 xp per turn? it comes so late in the tree now, isn't that fair?
3) Why can't monster lairs continue to spawn throughout the game, outside settled territory?
4) Why can't there be a diplomacy feature where you send your champions to train in other civs, you pay money/ resources and they disappear and come back 15 turns later with xp?
While you're asking these, you might as well ask one more:
Why is it that I (apparently) destroy any quest locations I come across, be they arenas which have operated for a century or two, or inns in the middle of my lands? Can't at least some of these be more or less permanent map features that spawn a quest every so often, assuming you've performed the last one to spawn? Sure, with the Arena of the Slakhanan or whatever it is you'd need to have some degree of opponent randomization after the first run, so that you aren't always fighting the same people every time the Arena resets, and you'd probably want the final piece of that quest to be a one-time-only deal, but there's little reason for the entire Arena to be gone forever after I visit. Same goes for Inns - surely there are still people who go by that Inn after I visit, and surely at least one of them is willing to take a chance that I might be willing to help another person after I helped the first guy there.
2 level 7/8 heroes killed a level 16 clambercoil dragon with some crappy support units (shortbow archers or frostmages or something). so no, i don't agree that they only start to feel useful at level 10 or 12 or whatever. they are viable much earlier.
So? Trained troops are also capable of doing that. Plus, prior to level 10 or so most champions feel more or less identical to regular troops, and it's only once champions get to about level 10 or so that you can really start differentiating same-class champions. Moreover, losing a unit of trained troops isn't really a significant loss in a battle - you can replace them easily and since they get less out of leveling up than champions do - whereas if you lose a champion in battle, he or she gains no experience regardless of whether or not you won, gains an injury which may or may not be ignorable, and still counts for dividing experience. Congratulations! By bringing along an extra champion who didn't quite manage to survive the battle, you've halved the experience that everyone else got, and didn't even manage to get that new champion any experience! Yippee! And given that the AI generally focuses on killing the weakest units first, and most champions seem to come with a close-quarters weapon, and a new champion is likely to be the weakest unit on the field ...
Moreover, level 10 really is fairly low-level. The trait trees are designed so that each class has at least 25 traits available to it, plus 9 general traits and 4 spellbook levels per magic type. A mid-level champion should be somewhere in the 15-20 range (maybe a little higher, even) rather than the 7-12 range with that number of available traits. High-level champions (champions who have more or less all of the traits available to them) being rare is fine - I'm not asking for the ability to have every single champion have every single trait - but having more or less all the champions in a game only scratching the surface of their chosen class, and only a handful of champions even coming close to filling out their chosen specialization within their class, doesn't make the champions feel 'legendary' to me. If the trait trees were broad rather than deep, I could at least experiment a bit more with various champions and have each of them feel a bit different, with their own specializations even if they all have the same class, rather than the current system where all champion classes have essentially two lines of development available, with generally short branches that begin deep into the tree.