@joro80
About knights - they are great for wife Mirabela, as human units and if you get kids Katherine and Christian they get really interesting in big numbers. You had them on end of game with Xeona i`m guessing so not so much of variety in their stats. With Mirabela i had them lineup with warrior (check my post 101 in this tread) and i didnt even had kid specific for them. But with Mirabela and some of her kids you can have +5 moral for whole army and unit specific kids can give you swordman/guardman/knight/horseman in sick numbers and stats (post #225 here).
So this mod is great for race/unit specific builds and in Ap/Cw it will be better because tomes wont be locked to companions and it will be possible to have tome for dragons and necromancers (just expl) if you lead dragon + undead army ...
WoG (HoMM3) was great idea, and lots of fun play for me. But alas it was so much bugged and problematic to function. But in Red sands (Cw) i think they figured out how to make it work and it was fun to play. And in combination with this mod mechanics it will be great challenge
As was said hero battles later in game are interesting.
Some items really lost their purpose with this mod, but lets agree Mat did lots of work and some things had to come up as `could be done better`. I had some ideas for upgrading items, but as he said implementing to much items in game cause freezes/crashes so that idea went to trash
Spells : Sacrifice i agree is to powerful , and for mage with high int on lvl 3 unusable (maybe if you want to create stack with to high lds and kill off enemy hero troops, and then leave that 1 easily controllable stack to revive rest of your army without worrying about enemy hero spells killing you anymore). And geyser is pain in ass, you just resurrected all you wanted and enemy hero had to cast it one more time before end of battle

Karador - Crystal of darkness - necromancy. I agree here also. Had him in my game resurrect 1200 ancient vampires form my dead dryad stack. That was fun to watch