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If I were going to take it, then of course Barbarians or Lizard Men make the most sense, though Halflings aren't bad either. But it seems to me this bonus power is really only needed to jump start a Conjuration game or perhaps to help with I Need a Hero.
But you need too many other picks to really make I Need a Hero work. For Conjuration strategies I think you are better going for 7+ books to reduce the cost of spells rather than spending 2 picks to get a little more early mana.
The way I see it, the bonus power really only serves one purpose which in the early game to help you support more enchantments/summons. The other thing to do with it is to take Alchemy and convert the power to mana to buy production faster, but... meh.
So I don't know really. At 2 picks I think its hard to justify. If you want a strategy that needs extra early mana you're better off just taking High Elves.
Also consider that once you get your first Node the value from this trait is significantly diminished. Also consider that taking Node Mastery or any of the Elemental Masteries only costs 1 pick and will essentially net you more mana plus other benefits once you get that first node (assume its of the right type).
Personally, I'm reading it as the second. And as for high Elves, calling 1.5 power per pop "weak" seems a bit odd to me.
More testing needed, but I haven't got the energy for a game right now.
I haven't tried out the new race (Scourgers) but since they have a growth bonus and can still put up Animist's Guilds they might be worth trying with it.
So I'm thinking Alchemy + PttP + Famous + Charismatic + Dark Elves. Dark Elves have almost all the buildings, and this gets you 2 power per pop. Basically you want to hire mercenaries, hire heroes, and equip the heroes with top-tier gear you bought. Not optimal, but funny. Maybe throw in Stonemason for the engineers.
As for other races? well... maybe also toss in Pirate.
And don't forget to capture a dragonian city to have a starting point for supply of airships and doom drakes.