I must say that a lot is a very big over estimation of my imagination...
Well the Warlord is a nice unit. But taking up a slot that an otherwise more competent character (like a caster) could take up, it is not that valuable. Yes I bought one myself as well, but only because I think every side should have a warlord
Well the thoughts I had... Only works properly in a GM runned game.
All sides have the map not discovered. One needs to send units to gather inteligence in their surroundings. Scouts will have a lot of movement in this case but suck in combat (if they can fight at all). Scouts will have to report at a city or warlord to pass any information to the player, or the warlord must travel with them (on a flying scout mount). (so far the scouts).
hit and run tactics are not really possible to do now since the flyer (the unit that should be capable of doing this) only has 3 move. So only if an enemy moves next to you flyers who are already over a water hex can they issue a hit and run tactic. Not really secret or anything huh? My idea was to enlarge the map big time (like 20x20 hexes) and add the barbarian city's (like I mentioned before). Give flyers more movement (like 4 or 5) so they can fly big distances and still fight. City's must be hard to capture so a full pop of flyers should not be able to easilly take a city (like we can do now).
I also had the idea of casters being able to level up to level 5 (or something). Working with juice and 2 or 3 spells for each caster (some costing more juice and thus are rare to cast). And some other ideas I shamelessly forgot today including some system in which you could capture and turn warlords/casters of other sides. But most of those systems (I forgot now) required a GM keeping track of things and rolling things randomly (though we can do that now too... but that will take a hell lot of roll posts).
But maybe we should keep it a non-GM game. That way everyone can see and check that everything is going how it should be.