On the KingWorld re-debate:
Look, it is at once incredibly powerful, and unclearly costed. Ending another side's turn in a turn-based game is HUGELY important, we can see in Book One that every single side's turn, practically, was a vital plot point lurking in the background. It's one of the things that made the story so different. It's not just that you are forced to use it when the enemy's forces are separated, even if there is no immediate small-scale tactical benefit, the potential large-scale strategic benefits are enormous. Oh great, now I can move all of my units to the weak point so we're ready to defend next turn. Or wow, I hit them early in the turn with the spell so their casters couldn't use their juice effectively, while I now get another turn's worth of juice for my own casters. Or yes, let's get my CW into the right place, or out of danger.
The only way the spell can be balanced is if the currently unclear costing is revealed to be extremely high. For example, we are mostly assuming it is only a two-caster link, but it might be a three-caster link (long-range via Arkendish) led by Charlie + another caster, which carries greater risks of separation, to the point where it is only worth risking in extremis. Or perhaps it can only be done with a master-class Thinkamancer with a master-class Turnamancer with a third caster, with the turnamancer in a capital's Tower, which heightens magic. Or perhaps the amount of juice it costs is directly proportional to the percentage of unmoved units on the turn's side that is to be ended. Or something else entirely.
I absolutely despise the spell, but I do trust that Rob is a good enough writer to cost this correctly, or at least some approximation of correctly. Whatever it does end up costing, it will need to answer neatly the question of, "Why doesn't some side just do this every other turn?" And I believe that question will indeed be answered, someday.
But in the meantime, we forumites speculate.