Unit Construction Ideas
If you take a peek at any military text from the Medieval or Early Modern eras, there's a strong connection between the commander of a unit and his troops. Sometimes it was hereditary, like an enfeoffed gentleman leading a company of dependants from his lands. Equally common was the practice of raising troops via captains. Unlike the classical practice of raising a unit and then appointing a commander, Medieval and Early Modern governments tended to appoint a commander, pay him, and give him the responsibility of recruiting, equipping and training a unit for combat. This is different from a mercenary system -- a captain was given recruiting rights in national lands, and had a commission from his sovereign, while a mercenary was a military contracter serving at will who could recruit pretty much anywhere.
So, how does this apply to Elemental?
As far as I can tell from screen shots and dev journals/posts, Elemental is going with the Civ system of creating standardized units in cities. Standardization, as any student of history can tell you, was uncommon in the extreme until the modern era. It is especially unlikely in a medieval setting such as this!
Far more interesting would be a system where units have a range of possible stats, to reflect differing quality of equipment, and also have a commander with traits that can be gained, lost, or improved.*
Why bother?
Well, mostly because this is a game of spellcraft and sorcery, and in such settings it ends up being the characters that drive both story and gameplay. More personal units bring the story home in a way that standardized units never could -- the player would care more about losing John Thomas, drunken leader of a veteran company from Mount Chocula, than Swordsman 1127. Personalized units have an added benefit, besides organic story creation -- they might possibly cause players to refrain from engaging in marginal combat situations in order to preserve the lives of well liked units. Certainly it would add an element of risk!
*I'm aware that Elemental is capable of storing all kinds of equipment data even for generic units, but I'm unsure how much it will affect play. Should equipment be play modifiable, just have the units spawn with variable equipment -- rusty swords or +1 armor or something.