Thanks for your detailed responses - I backed your KS and best of luck with it! Here are a few more thoughts after some further gameplay:
Maybe you're right about enthralled action restrictions getting micromanage-y. But I agree it would add a lot to gameplay if NPCs can take independent actions and form committees etc. I wasn't aware there were some "hidden" character stats controlling rate of Shadow spread and Suspicion growth, etc. That's actually a cool feature, and it is good to add more variability between NPCs (with some being weak-willed and easy to enshadow, and others less so, etc).
Adding more Traits to NPCs will help a lot, and I hope you'll also consider giving them a few stats/skills similar to games like CK2 (Warfare, Stewardship, Diplomacy, Perception, Magic, etc). These could influence the results they gain from taking various actions and their susceptibility to certain dark powers, as well as influencing how they're respected by NPCs with various traits. This could also make entourage members a lot more interesting, if their stats can sometimes contribute to employer's stats and actions (a skilled Captain of the Guard protecting from assassination attempts, a devout Priest making hostile dark actions more difficult, etc etc).
It's also kind of neat that all these NPC stats aren't all visible from the start on everyone. Maybe visibility into stats/traits of local NPCs could gradually get unlocked with time as you gain more infiltration or visibility in the local area (e.g. from local Shadow spread and enthralled NPCs, Fish Man spies, or controlling nearby Eye-of-Sauron like buildings etc :)
I also like that you're planning to add more customization to the player "Shadow" character itself. Rather than having a few fixed archetypes like Undead or Trickster (which would be totally different from others but play the same each time you choose them), it could make sense to let the player have adjustable stats for various powers (like Solium Infernum let players buy or earn points in Wrath, Prophecy, Deceit, Diabolism and Destruction), and allocate points to these and other special powers (Trickster, Deathlord, etc) during game setup, similar to character customization in games like Master of Magic. I'm hoping a system like this could be easier to balance than making a few dramatically different archetypes with unexpected dramatic effects like in your Undeath post :D
It could be cool if controlling certain Buildings and special map tiles (representing mana nodes, dark towers, ancient tombs etc) and performing certain rituals (e.g. sacrificing population in controlled cities) could let you upgrade stats and unlock more powers and increase Dark Power generation, at the cost of attracting Suspicion. This would let your character start out weak and expand its range of dark powers as the world falls into shadow, while having to strike a balance between growing your power and not becoming too obvious >:D
Anyway, hope these suggestions are useful and that your KS goes well. If you hadn't heard of SI, the manual could be worth a read for inspiration: