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Distance and height do give penalties to ranged units but they also gives bonuses. Archers firing from inside the castle walls have better chance of hitting enemies because they have a height advantage. A crossbowman or ballista for example could reach up to a 95 chance of hitting the enemy (this usually happens actually).
Enemies do get stuck behind the entrance, yes, but that is more reason to bring siege equipment so as to break down walls as well, or even spread your force to attack from different directions and break down all the doors, or perhaps making sure to have some anti-wall units (units with wall crushing or wall climbing or pass wall). In other situations, if the gate is broken killing the unit may lead to the whole flood of melee units coming in thus reversing the situation entirely. (Some people apparently go in with a small army to use a mass battlefield that can destroy buildings, destroy the buildings then run away, leaving me to have to rebuild my baracks or siege workshop).
I agree on most of the things you said about the flying units and believe they are rather balanced. Most flying units have a relatively low defense in comparison to attack so that they are slightly easier to be shot down, but also harder to defend against, especially with little or no ranged units.
Personally I like the Wizard mechanic over the champion from the original. The fact that I could not cast my spells were I needed them to be cast was more challenging but this one is more interesting. The wizard has no levels because he is more of a point of origin to your spells than an actual military asset and once a wizard tower is built your heroes become more or less channels for him to use spells farther from his/her domain. ( If you are accustomed to the game of chess your wizard is more like the king, a rather useless and the most important piece at the same time, only that in this game this "king" has more uses.) I dare say the only reason the wizard even has an inventory is for last resort cases or defenses against your city (with the right equipment the wizard can become as strong as a cannon even without spells, allowing you to potentially either conserve casting points for some other spell, or defend against a surprise attack if you have already used your casting points.
Also I believe one of the reasons why the wizard was not given the right to level up was because of how overpowered he could potentially become (some of my heroes became near invincible after leveling and equipping them, so much more when every spell the wizard casts that kills units technically counts as a kill to them. Think of a mass battlefield spell against a big army: two or three levels almost instantly.)
Lastly, I agree to some extent about the elemental spheres. Though choosing different spheres may leave the opponent to guess about your potential spells on hand, while also giving you greater diversity, it becomes rather useless if the game is dragged on for a longer time than expected. I would have preffered instead that a mix of elemental spheres would give spells specific to that mix (so if you had death, earth, and water you could research some form of blight creature or the like).
Over all, a find this entire discussion to be very deep. Thank you for reading!
As for assaults on forts and walled cities, it makes perfect sense that gates are bottlenecks, so you use spells, or flyers, o5r units with wall climbing or phase, or else you attack more than one gate at the same time, and have archers or artillery ready to move up behind your attacking units and shoot the defender in the gateway once the gate's down.