There are a few things that I think were very interesting this age, but that need to be reverted (to some degree) or changed. Certainly there are more tweaks that need to be made to things (buffing halfer without gutting rogue, nerfing heretic slightly) and other race/personality changes, but the below are the ones currently on my mind:
1. Move "Double Dens" bonus back to rogue - Putting this on halfling was an interesting experiment, but I think it failed. Rogue is so bad this age. Only halfer has a chance at running it effectively, because double dens (particularly minimizing thief losses) is really the only way that a rogue can have any success with Rogue op Propaganda and AW. Without double dens a rogue is severely handicapped and might as well have just gone heretic because they wont be doing much other than robbing or NS for whole war after the first 36h of "max thief" ops.
Because of this ages failure of rogues it really ruined the "balance of power" that existed between attacking/thievery/magic. Magic was just substantially more powerful this age, particularly with heretic (heretic would naturally be weak against rogues, but without that balance of power, heretics could just roam free this age).
2. Anon destroying honour in war - Land Dropping is a problem, and I think this did help solve that problem to some degree. I actually think we overshot the problem honestly. I don't feel that this "solution" made warring fair for any non-avian attacker. as basically you have to anon many hits as an orc or undead to preserve offense, and preserve incoming land, but now not only do you not get honour (which was fine before because you knew you could always harvest the honour later) but now you destroy it which (particularly after an extended hostile) all the real honour gains for being in the conflict are gone.
The solution I feel is that anon destroy honour Out of War. This solves the land drop issue that it was created for, but preserves the ability to use anon strategically in war, while still allowing your kingdom to compete in honour charts. So as soon as two kingdoms go to war, anon no longer destroys honour. I doubt 2 kingdoms would risk fake warring just to land drop, and if they do it is actionable for fake warring.
3. Blizzard duration - Very neat spell. Too low of a duration, so barely used it. Duration should be around 8-12 tick imo.
4. Science Caps - Need to be tweaked a bit. I feel alchemy is maybe too much bonus for the scientists required, and I feel food isn't enough bonus per scientist required.
5. Scientist Spawn Rate - Needs to be moved away from full random model, and towards a system that increases spawn chance the longer that you have gone without spawning a scientist. (reverting back to base spawn rate after a scientist is spawned). This will help to lessen the extremity of the curve between all players spawn rate.
6. WPA Calculations - I think Scientist Networth needs to be able to be calculated from a SoS. Make a Novice be "X" Networth, then Graduate is "1.5X" Networth and Professor is "2X" Networth. This way third party tools can still use current intel methods to calculate Networth based wpa calculations. Currently it is impossible (or very very hard) to calculate an opponents WPA if their Max Population does not equal their total population (so anything from switching to more/less homes, or being attacked, or losing troops/peasants from MS/Storms all mess with the wpa calculation making it not able to be calculated to a 100% efficiency). Different ideas have been discussed, but the best would be allowing Scientist NW to be 100% accurately calculated from a Spy on Science.
OR There needs to be a new spell or thief op that allows 100% viewing of the opponents wizard count.
I was going to wait to closer to end of age, but figured why wait haha