I swapped out to v1.2 in my current game, and it's just fine.
Oh, I just got the Confessor. He's nice to have, but not super-powerful. The concept is great!
As it happens, I agree with Sombre about the magic. Ulm Reborn simply does not need more magical variety. You already have access to Earth and Astral from your national mages, as well as Fire and Air from your summons. Considering that Ulm Reborn is not supposed to be a mage-heavy nation, that's more than enough magical power for my taste.
---
Shovah32: Check my previous post for a way to remove the Hoch-Hammers' hand slots. Basically, you just have to add:
Code:
#itemslots 13440
... to the Hoch-Hammer's definition in the mod file.