variety and level of fantasy for the human factions
There has been a lot of discussion on whether it's good or bad to only have human factions (incl. fallen) in Elemental. As background I should state that for me, the game is lacking a major element with this "only human" approach. I think this view could be shared by quite some people outside the forum too. I think e.g. about one reaction which just shows the suspicion: in an interview with Brad (can't remember name of occasion) all the other panelists kept referring to "the elves of Elemental". When told that there will only be humans they seemed surprised and confused (like being told that they'll only get one dish when expecting a three dish gourmet dinner ...) Especially for people who don't know much about the game it could be a turn-off for some of them (but not for all I'm sure).
However, I think you can do a PERFECT game with only humans, by giving them very different and varied abilities, unique look and amazing backstory etc. But it will be so difficult. Let's face it, chances are we'll end up (at least to start) with a rather usual concoction of human factions: they look a bit different and each have a few modifiers. The AI is more aggressive for some than others. But imagine if Stardock would really invent 12 full blown, unique and really memorable factions with completely different abilities and all. That's a lot of work, and it's difficult work (and of a different nature than programming).
I wanted to propose to include a maximum of variety combined with a high-level of fantasy for the human factions.
With several races you could of course do it either well or less well too. If you just throw in the usual orcs, elves and dwarves with no backstory at all, then it would be rather standard and weak. But you could also do the same amazing work with different races like you could for human factions. But for now we'll have to go with the humans.
For comparison, with several races you get much more variety if the factions are either bland or amazingly done, because you can have flying units, units (draconians) exploding when they die, units turning the enemy to stone, undead, seafolk moving under water, cat men attacking twice as fast, foot soldiers made of fire who set forests and vegetation on fire where they move, etc. But in fact you could also give such abilities to humans, through inventing a good backstory, using e.g. magical heritage and mutations. But will it be done? This is what I'm proposing. (I'm not talking about a single spell or a single conjured monster, but about the Faction as template.)
So what I would urge for in Elemental with only humans is that the factions would basically be as varied as of above even if human, with good backstory and tightly kept concepts.
Because I don't know how to mod a cool draconian in 3D, exploding when it dies, or how to mod the enemy being turned to stone ... And it would be a much more memorable game if the factions are taken more to the extremes and developed into truly unique creations, with abilities that make the game-play very different for each one of them.