I thought i said some of my ideas form top of my head
1) not making possible to lvlup some skill to 4/5 lvl if earlier skills arentlvled up at least to 3rd lvl.
2) change holy rage to not just give simple amount of def reduction, but also -resistance%
3) adrenalin/higher magic/rush skill bonuses are to much
4) check bladekings last post on this page and see what i mean by adding something new to this game, and try to come up with something of your own
http://forum.1cpublishing.eu/showthr...attackb&page=6
5) making tactics lvl 3/4 to slow/lower enemy initiative speed in first turn like opposite from rush. Or slower enemy for tactics, and lower initiative for rush.
6) i mentioned you to check link for homm3 mod for KB-tL, because i liked what Matt there did for skills and % usage. Lower lds% requirements for glory and unit class skills(quick draw, for range units, archmage for magic units, iron fist for melee fighting type) , % bonuses for healer skill, etc. What he did in that mod is new for this game, and interesting to play with so try it out and come up with something your own.
7) i already coded by myself changed medal upgrade for fire mage (to lower enemy elemental resistances magic/fire/poison/astral), and iron warrior (+physical dmg% for lvl not simple rage bonus , i though warriors medals were most limited because useless in boss fights so i added something my own like this). I added new lvls for some early game items, to make them interesting later in game. Also made some new items (not functional 100%, but when i cheat code them in my inventory they work with no problems).
I say this not to bitch about, just to show that i know a few things about moding this game but you come to idea for more lvls for skills (we have medals up to 4/5 th lvl so why not skills also, great idea, but how to make it more interesting?

so why not going a step further and adding something new.