I expect we need to wait for a Dev Diary to find out if, what and how, but I'd like to raise this anyway with a comparison of the last two games.
AoW:SM - I send heroes into battle and they all cast Great Hail on their first turn. Not ideal, as its a bit hard for anyone to counter that sort of bombardment.
AoW3 - I don't bother using spellcasting on heroes because only one spell can be used per turn, and my leader is the only one with the good spells. This is because to get a hero with something worth casting I need to level up their casting ability and level them up to give them a good spell. (Okay, I do occasionally do it when they get really high level.) The spells they start with the ability to cast are usually not worth using their turn up for either.
Without knowing what AoWF is going to be like I can't really say what a solution would be, so I'm going to dropship in a few possible suggestions:
Keep the 1 per turn limit, otherwise its too much about the "Spells" not the combat. However a support hero could get an upgrade that allows them to ignore the 1 per turn limit, once per combat.
Reduce the number of "Spells" and tiers of them. Have some of the researchables upgrade the "Spells" instead. You currently end up with a couple of pages of not that different options.
Using a "Spell" shouldn't use up action points if they are doing something like calling in an airstrike or backup. Unless you are going to make the "Spells" of comparable effectiveness to a hero unit attacking, just allow them to do both in one turn.
Remove hero "Spells" entirely, and just give them activatable abilities.
AoW:SM - I send heroes into battle and they all cast Great Hail on their first turn. Not ideal, as its a bit hard for anyone to counter that sort of bombardment.
AoW3 - I don't bother using spellcasting on heroes because only one spell can be used per turn, and my leader is the only one with the good spells. This is because to get a hero with something worth casting I need to level up their casting ability and level them up to give them a good spell. (Okay, I do occasionally do it when they get really high level.) The spells they start with the ability to cast are usually not worth using their turn up for either.
Without knowing what AoWF is going to be like I can't really say what a solution would be, so I'm going to dropship in a few possible suggestions:
Keep the 1 per turn limit, otherwise its too much about the "Spells" not the combat. However a support hero could get an upgrade that allows them to ignore the 1 per turn limit, once per combat.
Reduce the number of "Spells" and tiers of them. Have some of the researchables upgrade the "Spells" instead. You currently end up with a couple of pages of not that different options.
Using a "Spell" shouldn't use up action points if they are doing something like calling in an airstrike or backup. Unless you are going to make the "Spells" of comparable effectiveness to a hero unit attacking, just allow them to do both in one turn.
Remove hero "Spells" entirely, and just give them activatable abilities.