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Regarding Magic, I like to allow all global enchantments except for the final one (Global Assault, Age of Magic,..). During Combat, spellcasting can get out of hand quickly. Stunning an entire army for multiple turns, killing off anything below T3 with Earthquake and Buffstacking a unit to the point of invincibility are all things I encountered.
If you want a somewhat balanced playing field, you definitely need to restrict magic. Having one Hero unit per Army, limiting Casting Points and prohibitng the more powerful spells is what I would do.
We may use the map to organize a PvP Tactical Battle Challenge.