I like certain aspects of it, haven't read through everything yet of course. Kind of sad to see Yomi still left behind. Moot point as it's your mod but I've felt for a long long time that a great way to fix Yomi would be to make all the priests they build capable of reanimation, even indie priests, same mechanic that lanka has and it provides a massive boost for surviving the early game. UW nations I'm not sure, I suspect the biggest issue is a lack of a magical item or global that would let aquatic
troops to go on land, not sure if that could be modded but it severely cripples some UW nations to have all their best troops unable to participate in 90% of the game.
Also really liked the almost across board decrease of gem prices for national summons, especially some of the bigger beasties. I think some of them could have been a bit more radical as I doubt a 5-10 gem decrease will actually make anyone use them over the standard thug/mage summons but that's something only testing will tell. I actually think a great baseline for high level stuff is the Theredos telkhine (not sure of spelling is right) 59 water gems for a great multi purpose commander with huge path diversity, combat potential, forge bonus and a minor downside in population killer. If I'm going to spend 40 + gems on one unit in conjuration 8-9 it better be capable of standing up to a wraith lord
But yeah I'm impressed if for no other reason than their being a ton of changes, must of taken quite a while. I'll try look over all of it and give more feedback sometime probably next week. Good job bro.