I won't really called myself a vet in MP - just 2 to 3 games. I might even occassionally sound like a know-it-all of the system but I'm not really a very skillful player.
But since Pocus asked...
I think most of Alex's whammies are fine in terms of game balance. It might catch people off-guard. But to me, they're the fun parts of the game - expect the unexpected and prepare for different situations. Otherwise, I worry that the end game will become nothing more than a race to enmasse the largest army of HIs.
1) Super-Combatants. Except for Ice Devils, I think that most super-combatants are fine. To have a good super-combatants, you usually need to invest at least 50 gems and have at least level 3 in two magic paths (earth, etc). Morever, most of these supercombatants can be killed by "Soul Slay", "Opposition", "Disintegration" et al. Or a moderate number of ethereatl beings (e.g., 10 ghosts). The ability of such an expensive commander to kill 100+ cheap heavy infantries is a reasonable thing (50 gems ~= 500 golds ~= cost of 40 HIs).
Blood summons are painful in most game but the problem is more because of the easy availability of Blood Slaves.
Ice-Devils at the 4th level is too much of a bargain. Something has been done already and I'll need to see how it turns out. I think the other Blood Summons are priced reasonably.
2) Teleport and Gateway. Not sure.
3) Magic Duel. It's fine in its current form. Or Astral would be too powerful
. The only nations severly hurt by MD is Marignon. But to me, Marignon's mages are powerful enough in its current form: Astral Fire, Flame Eruption (both are only level 6!), Body Ethereal, Luck. Astral lets you boast up your magic level easily ("Light of the Northern Sky" and "Power of the Sphere"). And you can also use the Communions circle to increase the magic power of your mages. With so many variable, I don't really that MD is such a safe tactics even for Pythium.
4) Ritual Summon... what does it mean? Summoning magical creatures are what make the game fun - right?
5) Battlefield Summon. Not sure - I haven't seen enough. To me, it is just some tricks that make the mages worth their gold... If Storm is tuned down and the archers can get to the mages, it shouldn't be that dominant any more. Moreover, even in the current system, there are other spells to kill the mages hid in the back, e.g. "Howl", "Earthquake", "Rain of Stone", "Acid Rain".
6) Battlefield spells. Does it means "Wrathful Sky" and others? I find most of them fine. "Wrathful Sky" is better raised to Air 4 or 5. "Astral Tempest" should give more damage to make it worthwile. But otherwise, to me, these spells are just something to be factored in during a battle. Without them, Dominions will lose a lot of the richness of tactics and strategies.
7) Storms. I agree
. The current modifications are in the right direction. I'll need to play Dom II to see whether they've gone far enough (or too far).
8) Army BLasting Spells... I don't have enough experience but are they really such a big deal? It takes 30 gems to cast MW... It's quite an expensive ritual. FftS is at Level 9. Leprosy is cheap and probably should be a higher cost (15 gems?) but it's very slow acting. For common fodder units - you shouldn't care. For important mages, it's easy enough to give them ice-rings, fire-rings or the poison-rings.
9) Province BLasting spells. An useful and fun part of the game. I don't see any problem other than the sinking feeling while I'm the one receiving them
.
10) Assassination. I haven't seen anybody using them with effect more than mere annoyance. In theory, you can equip some commanders to be super-assasain but it'll be expensive to lose them. And you can never sure whether you'll hit a good target - easily countered with a bunch of cheap scouts or monks.