Colombo, I'd have to say that just about anyone's entitled to address you by your official handle.
*This* is where I have an ideological? problem with. I just don't see the heros, as defined in Majesty, as doing these things...
Well, I'm sorry Spidey, but I don't think you've articulated the rationale behind that dislike very well. Given that, again, gnomes and healers clearly had more of economic focus than a military one, and there seems to be a double-standard regarding your tolerance of them.
But let's take a look at this from a purely numerical standpoint. Majesty 1 had 6 henchmen classes (3 guards, taxmen, peasants and caravans) and 16 hero classes. Now, if we take away the racial classes and healers from that total (given that you're okay with dwarves/elves belonging to a variety of professions, and healers don't fight), then you're looking at around 6-8 henchman classes and 12-13 hero classes.
Now, we've been
discussing the possibility of an apprentice-journeyman-master system for most heroes, which could roughly triple the amount of hero units in the game (though not the number of structures.) If you multiply the amount of economic classes proportionately, then you're looking at maybe 18 types of non-heroes. And you can do some fairly fine-grained economy simulation with that.
Now, naturally, this is somehow assuming that time and cost were not major constraints here, and you could
afford to lavish attention on both hero and henchman development. (This is the scenario where I get a trillion billion dollars, the space shuttle, and a private continent.

) But in principle, this kind of game would be neither more nor less henchman-focused than the original. It would just be deeper.