1)
- remove some of the focus on summoning
- rebalancing of basicly everything, a complete rework of some but that's far too much to list here

- Skinks to becoming usefull for something besides dying
- Spell lores, one for skinks, one for slann
- Prayers
- Viable general traits, artifacts etc. for all our generals (skink, saurus, slann)
- Our slann to gain be vastly more active, instead of just being summon points generators
- Skink heroes to be more active, instead of casting 1 ability from the backline. At minimum give them a halfway decent ranged attack. They don't need to be snipers, but right now they're less usefull than regular skinks in combat. At least a unit of regular skinks can get lucky and theoreticlly hit an opponent 10 times, the skink heroes don't really get passed 2 or 3 even if they're supremely lucky....
- Introduction of subfactions to allow for some specialisation. This could also be used to move the focus away from summoning while still allowing it to be part of our identity. Give us 1 subfaction that's super good at summoning, and 1 subfaction that has vastly more powerfull stats base-line but lacks summoning.
- The ability to field more big dinosaurs.
2)
See above
3)
- Introduction of subfactions
- Spell lores, but probably only like 2 viable spells..
- Prayers, but again probably like 2 usefull once..
- Viable general traits etc. but probably only 1 decent one per subrace.
- Summoning being reduced
slightly to ensure other generals are actually viable. But slann summoning batteries remain 50% of our lists...
- Rebalancing of quite a lot.
- Possibly some big dinosaur love in a subfaction
Imho, the biggest issue is the summoning. Right now it creates too many problems. It enforces the slann to be the only truly viable general (at least in bigger games). It keeps our units weak, cuz they can be spammed too easily. And it's just an overall boring mechanic due to how generating points works. So if nothing else I at least expect them to alter summoning.