In AoW 1 every resource is important, if I have a Fire Node in the middle of the map I am forced to defend it or lose my mana income.
Just now I play AoW 3 map which is disigned with central citiy with a bunch of important structures around. If I lose it I lose the scenario.
Important area can be important for various reasons not for just being a big city. Your problem that you demand everything to be like it was in AoW 1. You don't like 2 separate researches in Planetfall? OK and can you tell why it's bad? Not in abstract TBS game but specifically in Planetfall where it works perfectly and you have some options to control each branch separately and get mutually exclusive upgrades for your cities.
What's more you insist that in AoW 1 T4 city is unique and important point because it naturally limits the production of T4 units. Yes you're right. That's how AoW 1 worked back in 1999. But Planetfall limits T4 units spam because of seriously limited access for necessary resource. And capturing territories with this resource becomes important. Different games - different mechanics. But the problem with AoW 1 on strategic level that access for T3 or T4 units it's the only thing the players should care about. Especially because low level units are practically useless and one T3 unit can slain an army of T1s they just have no tactical option to deal with stronger units (AoW1 combat mechanic is a shit compared to even AoW2).
it's merely a waiting game before they all reach the same level
Man did you really play AoW 3 or Planetfall?? There're lot of options to control how fast city grows and it defines how fast you develop. In AoW 1 you have nothing to control. Literally nothing. Only 2 options: build available unit or upgrade the setllement and build higher tier.
In AoW 3 or Planetfall you can speed up city's grow for getting some important resource faster. Which means that you have additional strategical choice compared to AoW 1 and 2 (OK in AoW 2 you could build altars but that's very minor).
Once again, Planetfall has improved this compared to AoW III by letting you make specialized cities.
Specialized cities suggest that the cities are different and this reached by territory control options so the cities located near some important objects have some unique advantages. Like building units faster or providing better units or even unique units. In fact AoW 3 has more options for city specializations because some secret buildings give unique units. But this option mostly used in mods than in vanilla game.
From AoW I: Race relations & alignments (they were much more important), more units (it had 12 per race)
I played AoW 1 at least for 1.5 year before AoW2 was released. Every race has T1 infantry, T1 archer, RAM, 1 more or less unique T1 unit, T2 Chivalry (except Halflings), T2 Cleric, Catapult and Ballista standart for all races except Lizardmen. And then 3 T3 units and 1 T4 unit. So only 9 racial units. And T1 + T2 were near useless. F. e. Planetfall has only 2 T1 units per race 6 T2 and T3 and 1 T4. I don't count summoned units like Valkiria. The same 9 units but Planetfall races have much more differences than races in AoW 1. In fact even in AoW3 races are better than in AoW 1 and 2 and have some unique features. Why count how many units had each game when In AoW 1 and 2 you just run for T3 (OK in PvP you can be attacked early so build T2 chivalry) and in AoW3 you can use some T1 units even in later game.
- From Both: The Flanking mechanic (I think it's extremely unfun and makes combat boring).
Sure thing AoW 1 fights were veeeeery fun. Flanking mechanic may be useless in HoMM but in AoW where unit's movement can be restricted and the amount of hits depends from th moving distance it fits perfectly. And don't forget that AoW3 units are very fragile compared to AoW2 so saving them often requires forcing enemy units to turn. And flanking utilizes the advantage of multichannel attacks.
And about class system the ONLY problem with it that class units sometimes compete with racial units. And this is really serious problem for me.
And think about that AoW 1\2 had only elemental magic and a lot of AoW3 spells will not fit in it. Because they're not elemental. But they're well suited for classes. You just don't understand the limitations of AoW 1 and 2 magic system which can only have combat spells, unit summons and unit enchantments everything else will be out of it's logic.