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The only actual solution would be to just release alternate versions of the mod, but that is quite a lot of work for, in my opinion, not that much benefit. As the classes are all optional, and the mod doesn't take anything away from normal hero skills, it is up the player to play how they prefer.
I don't see myself having the time to create these alternate versions, but I think there are some good take aways from here. You are certainly not the first to bring up how strong Wizard class is, so I do think thatll be my first nerf swing when I get around to updating for the eldritch leaders. I also like the idea about making archetypes more optional and less of a requirement, but I fear they will end up in the same place as "adventure" tier skills and never be picked, with the exceptions of the few you mentioned. And I do sort of like locking the stronger stuff behind a bit of a level wall so heroes dont spike and snowball to quickly.
I think a lot of people say that heroes feel overpowered if anything, and while I dont want to directly address this by reducing the power level of everything (cause i jsut dont think that is super fun, i like blowing up armies with cool spells), I think I can indirectly solve it by trying to get AI to use the skills better. This was an issue I struggled with in the mods initial release, but as I have learned more about modding and as new updates come up, we have more tools to control the AI. So that would be my search to balancing the mod.
In regards to the note about bow classes, I would say Dirge could get away with it, but not optimally. But yeah there aren't many RPG themed bow classes I can think of besides ranger. Any suggestions?
In any case, I appreciate all the feedback and will take it into consideration as this is very well thought out and you seem to have a lot of experience playing with the mod, perhaps even more so then I!