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Recommendations:
On paper having access to all the different types of resources sounds cool, but in practice you can't sell all of them so they just pile up. You could set up new units/rituals that use up a resource and give you another in exchange - or increase trade, but that would add more tedium and micromanaging. Abstracting to herbs, weed or fungus; and gems for a total of four diff. resources should suffice.
Consider reducing the cost of the expensive rituals.
Variation on hiring offers would be interesting.
Getting different recruitment options would add more interesting choices.
Bugs/Issues
If playing with AI that have the same class the player does not get the Crystal of Evergrowth.
If the Draconic Merchant dies early on it is difficult I am not sure you get a recruitment offer again to bring him back? Could be that it's a very low chance.
Basically the main values of this class are their ability to turtle and very slowly bootstrap their economy. The only pure upside is that you have access to almost every plane because your main mage can fly, swim, tunnel, and passwall. (the sacred can fly and swim but can't passwall so you have to summon more if you go underground without tunneling)
It'd probably be a good idea to give the class the pyramid of power ritual.
I disagree, this makes it more interesting, important and challenging to protect your single commanders.