Better AI for the Cleric is pretty high up on my list. I feel like it just blows through its mana pool instantly without it really doing much good. Maybe changing it so that instead of capping the number of emblems on T1 units, making it so T1s can only use common emblems. Currently the time/money investment into making something like a cleric actually do *something* is simply too much, and honestly all a Cleric really wants is just a spam of commons to get enough mana regen to actually sustain.
The above would also make going "wide" instead of "tall" a lot more viable.
The power difference between a lot of the "higher end" units doesn't seem worth the loss of tempo of how rare they are in the shop. Say I wanted to not use my Footman and instead tank a Knight. Between the extra 50% unit cost and how long it would take to actually get 4 in the shop. The tempo loss compared to just having a T2 Footman doesn't seem worth the trade-off at all.
For Swordmen I feel like the issue is that due to them having both cleave and crit based emblems added, their pool is simply so full of utility and lategame emblems. That it's relatively unlikely to actually get the consistent single target DPS upgrades you need for those to matter. Also, how come the Swordmen come with cleave, but can also get cleave as an emblem? That just seems odd. Would love if the cleave tooltip actually stated how much cleave damage it did.
For the mages, same issue, really. It would take too long to get 4 mages and cost too much, and overall you don't *really* care about cleaving. you care about killing their strong big targets ASAP, since by the time you actually care about cleaving. You've already won. So even if you get a mage to be strong, it would pretty much just be "win more" at that point. And baseline, the single target DPS of the mage is too low to stall out until it becomes strong. Whereas Strongbowmen start out with acceptable single target DPS and due to their pierce end up doing a tonne of AOE end game anyways.
Archer is fine if you high roll. But Light is just such a bad damage type, since almost all the things you'll lose to are resistant to it.
Oh, and how come attack damage emblems are multiplicative, but attack speed emblems are additive? Makes taking more than one +ASPD feel awful, unless you're setting up knockback archers for the memes.
Probably all the spells could stand being cheaper, having to build for so much mana regen to actually get them going off often enough means you don't have those emblem slots to actually scale damage. Whereas with stuff like multi shot and attack speed you get both real/faux single target DPS and AOE at the same time.
Armor, in general, is just insanely strong, which then translates into armor shred being insanely strong. This leads to some level of "illusion of choice" where if you're offered armor shred or true damage. it doesn't matter what the other options are, you simply have to take them.
Having played a few more runs, some "bad luck protection" would be nice. Just had a run where I got offered Rare emblems 2-3x before you earn enough to afford them/have a T1 to put it on. Then purposefully held 250 gold to be able to buy any Rare emblem offered, but wasn't offered a single Rare emblem until Wave 19 (which ended up being a +50% damage, but too little too late). Not like anything you can do choice wise matters at that point. It's just a scheduled loss, basically. Boss lived with like 5% hp.