So I hear you guys like big feedback posts. So I decided to give you one or two. After playing this game for over a hundred hours because oh god why, I figured I'd throw some thoughts out there and see what everyone thinks, and maybe give the devs some new perspectives.
-Overall-
I want to start this off by saying that my favorite sovereign right now is probably the Tyrant, mostly because of a unified theme. Most of the sovereigns are focused on one particular aspect of the game, but few of them have real flavor that pervades all aspects of the game. Most of them only have one unique unit, for example. The Tyrant, meanwhile, has six unique units, a node that gives specially themed items in his tree, and just generally keeps to his "dark" theme all the way through in a way that few other sovereigns do.
There were some concerns on the Steam forum about only playing one race and all that. I think part of the problem is that many of the sovereigns end up feeling too similar to one another. In many cases that's just perception, but a few more unique units and a few choice special crafting recipes for each sovereign would go a long way in making them feel distinct.
-Default Champions-
This doesn't mean much in the grand scheme of things since you can customize sovereigns, but the default champs for some of the sovereigns confuse me on a design level, since they feel like they'd fit in better with a different one.
Keplin's focus on magic fits in thematically much better with the Wizard, and Shadowbolt has great synergy with Hypnotism.
Tandis' focus on raw might and combat fits in thematically with the Commander, and his group buffs work well with the Commander's huge army size.
Varda's "holy" and vaguely paladin theme fits well with the Priestess, and her focus on soloing works well with the sovereign's small max army size.
-Wizard-
The Wizard currently is tied with the Tyrant for having the second largest max army size of all the sovereigns. This feels...weird, to say the least, and actually kind of undermines his central theme.
Hypnotism is already on the devs' radar according to some of the streams, so I won't harp on it. Making units it gets you cost logistics or mana per turn makes sense.
-Commander-
I really dislike the Commander's various Guild upgrades, because it leads too much to units getting made obsolete. Granted, this is also the case with certain Enchantment spells, but it really bothers me due to SK's more RPG focus, so obsoleting units you made and potentially grew attached to seems...wrong, somehow. Some way to retrofit units with these kinds of buffs would be welcome.
I don't think I've ever used Chant of Vitality, ever. It's really not worth the mana cost.
-Tyrant-
Drain Shard is a problematic ability. On the surface, it yields a good "immediate mana vs. magic over time" choice. However, there are two main problems with it. The first being that even for the Tyrant, having high doomsday is generally bad, and the second being that shards are important to keep for the scaling of spells. Another issue is that mana isn't even a problem for the Tyrant anyway, since Siphon gives you loads of the stuff without you having to blow up precious shards.
I'd suggest one of two possible ways to fix this: first option would be to switch the functionality of it and Consume so that the Tyrant gets the exclusive ability to blow up shards outside of his own area of control. This would then be much more useful as a last ditch effort to get some benefit from a shard you can't defend, or to get some use out of shards on allied rival territory. The other possibility is to have a unique Tyrant ability where his skills scale with both shards owned AND shards destroyed, so his spells will continue to scale upward. It'd fit in well with the Tyrant's "scale with the SK" theme.
I know it's not Tyrant-specific, but it affects the Tyrant the most because he gets it from Dark Forging: can we get a buff to the Hellfire Staff? It takes significantly more resources for a weapon that's worse than the Hailstone and Leht Staves due to that awful initiative penalty.
-Guardian-
Can the earthen familiar get a movement speed boost? It'd be useful for early armies if it didn't slow down your entire stack, and late-game you'll have better options since the thing is so fragile.
-Priestess-
The Priestess has the smallest max army size, and I don't know why. She ends up sacrificing a lot of stuff in general for her gimmick, which is so gimmicky that I pretty much don't use destiny's favor except to Heavenly Ward trained units I plan on using in my final stack. Her default spells are awesome, granted.
Divine Wisdom is rather expensive for a random +1 that you can't even stack. It's effect feels really weak compared to abilities like Hypnotism and Coercion.
-Tinkerer-
His sovereign tree could use some rearranging, in my opinion. When you already start with an enchantment slot, making getting a -second- enchantment slot as his first skill pick to get to the rest of his tree is a bit excessive. He needs a lot of other things than even more enchantment slots early-game, such as easier access to loot or the like.
He has a total of +5 army slots on his tree, spread out over four skill nodes. Effectively, he has to pay twice the skill picks to get less slots than the Commander, Wizard, or Tyrant, and to be on par with the Guardian.
Clairvoyance Amulets get filed away in the "never crafted" file for me. Radiant Diamonds are rare as-is, and they're used in the various legendary weapon and armor recipes. There's no way I'm going to spend one in order to trade an accessory slot for another sovereign spell cast.