A personal little wish is logging feats for individual units. "Killed a hero" "Protected the Capital" etc. Maybe we'll get to implement that one day.
Haha, that'd be great. Could be implemented kind of like a "medal" system, rewarding exemplary performance and heroism going above and beyond the call of duty for specific actions. If you're feeling super ambitious, you could even attach attributes to those medals : so say a squad of "screaming eagles" kills a terror-inducing abomination, it could gain a medal ("Cross of Unyielding Faith" or whatever) granting resistance/immunity to terror. I'm aware this could cause special attribute creep, which AoW3 flirted heavily with, not to mention balance issues; but hey, food for thought. I would advise keeping a level cap though. I'd rather have 4 experience levels that feel distinct from one another with respect to what you can expect from a particular unit (I loved gaining new abilities when a unit "leveled-up") , than 100 levels that blend in with one another.
Also, I absolutely adore the premise. It makes perfect sense from a story/lore and a gameplay point of view. It makes it so researching technologies at such a brisk pace (within a human's lifespan) is actually believable and coherent, and it opens the doors to so many types of dungeons and encounters, it's great. I'm impressed.
Speaking of gameplay, one thing I would like to see are better options for retreating from an unwinnable confrontation, especially if your army is faster; or even just individual units, so they can save themselves. Obviously, if you get the drop on someone, faster army or not, you should be able to force a confrontation and get a chance to cause serious damage, but there should be circumstances that allow for a retreat/evacuation. I believe in AoW3 you could only retreat when attacking but never when defending? It felt really weird when a small scouting party of rangers with high vision and high movement got stuck in a fight to the death against much slower units barging in your general direction from just beyond the fog of war. You could never see them, or "track" them, because oftentimes movement range, even for the slowest armies, was greater then the vision range of your best scouts.
This could also come into play for high-tier "commando" type units, letting you attempt to preemptively snipe that highly problematic siege railgun without getting slaughtered down to the last man, before engaging with your "real" army. This would make "lighter" or otherwise lower-tier armies a lot more survivable against massive doomstacks meant to demolish anything in their path (obviously retreating won't help if said doomstacks come knocking at your Capital's door, unless your cities can gain the ability to fly or something; that would be a cool faction.)
The player could then specialize certain armies towards scouting and chasing down elusive enemies, while his heavy-duty armies follow some distance behind. So instead of the optimal strategy being to keep all your armies fully stacked and bunched-up together (AoE spells notwithstanding) with a few sacrificial mono-units (or spells) to scout, you could have it so mobile recon armies are just as essential to your success as your more heavily-armed armies in wars against enemy factions (I'm sure dungeons will require their own specialized approach).
This increase in overall survivability kind of ties in with the idea of preserving your high-rank units, even in a losing battle. Which is probably why I went on a tangent. Anyway, pardon the long post, I'm excited