Shovah32, thanks for all the specific suggestions. I got hooked on making a fourth nation (based on Chaos) and have been building greater daemons all day (there will be four new pretenders, one for each of the Ruinous Powers). That being said, I did not play-test Sylvania today as I had planned. I will give it a more thorough testing soon and probably factor a lot of your suggested tweaks into v1.1.
Point-for-point...
The Spring Aspect Archers have damage on their bows since entangle would cause no extra damage when it occurs. As for the others I reduced damage to 0 because the secondary effects were causing as much damage as a normal composite bow (on which the aspect bows were based). I may add a few points, to validate their cost as you say, but probably not much more than 6.
I agree on the blades. I nerfed them after having originally given them two attacks per turn which resulted in some pretty keen slaughtering.
The Phoenix Guard bardiches are stock weapons from Dom 3. I'm thinking about giving them holy damage bardiches (with the same dmg, just holy, and a defense boost) and bringing their cost up a bit.
In the testing I did before release I found the Sea Guard to be rather tough and really didn't feel the pain when buying more because it was taking a lot to kill them. I may increase their defense skill.
Will def. increase the Phoenix Lord's costs.
As for assassins, since I gave this nation a good selection of stealth troops to facilitate players who enjoy stealth strategies I was unsure about also giving assassins. I don't think I'll include one yet unless I hear more requests for such.
The World Tree... yes, I've noticed the same strange bug and cannot explain it. I actually used #copystats from the Treelords to give the pretender it's weakness to fire and it may be carrying over from that. Still, the afflictions seem to vanish once you actually enter the game.
Again, thanks for the detailed critique!

Now, to work on more Chaos...