A couple other notes on Luckamancy.
First, the way that Lesser Boost/Curse read at the moment, you roll twice, take the better/worse, and then get a Karma shift equal to the difference. I'd point out that if you roll twice, then the first roll is your original "luck", meaning that it's what you'd have rolled anyway; Karma should probably not shift unless the second roll is the one actually used. It's a micro thing to quibble over, but it makes the spells a tad less likely to cause Karma shifts when they didn't actually have any effect on events.
Second, I'm not 100% on this, but I'm considering whether Karma changes from Luckamancy should be "banked" during any given engagement, and only snap back in subsequent encounters. The way that it was described in-comic, the reciprocal effects of Luckamancy are subtle enough that it appears to units other than the Luckamancer that nothing's wrong, all the more so because the bad things happen when "no one is looking", that is, focused against less prominent units when no important people are with them. That would seem to imply that a blessed unit won't have their enemies hitting harder against them and the people right next to them, particularly during the time when they're still the one blessed. Obviously we can't have it only hit unled units here because we have such ridiculously high numbers of Warlords that the only unled units in the whole game are basically scouts, but we can at least make a token effort in that direction.
Other topics. City management and such.
By the comic rules, having a Manager makes a city gain income rather than having no Manager make it lose income. No real difference, though, so no matter.
The ability lines for city management are powerful enough that I can't think of a side that wouldn't want dedicated city management professionals in their line-up. I would anticipate this build seeing a lot of use:
Warrior/Spearman (Archer)
Level 1: Leadership (bank if Archer)
Level 2: Regent (Leadership here if Archer)
Level 3: Bank (Regent if Archer)
Level 4: Two (or one) of [Comptroller, Logistician, Paragon, Inspiration, Trainer, Instructor] with a bias toward the Inspiration line, since it lets you pop straight-up stronger troops that you can't access in any other fashion.
Such warlords wouldn't be particularly strong in combat proper, but they wouldn't be overly weak- AP abilities only matter so much- and they drastically shift the production capacity and prowess of the city they're in.
Perhaps too drastically. In particular, the Comptroller and Logistician abilities can overshadow the base production of the city they're in completely- and they're no less effective in a level 1 city than a level 5. That strikes me as an issue; perhaps expressing them as a % gain over the base production would be more appropriate, with some rounding rule of course applied?
Paragon bonuses don't seem that impressive... until you remember that Inspiration bonuses stack. Consider a full stack of the following:
Warrior/Spearman
Level 1: Well-Armed, Well-Protected, Dance-Fighting
Level 2: Bank
Level 3: Bank
Level 4: Paragon, Berserker, Guardian
That's a cool +27 to Combat and Defense thanks to AP abilities at level 4. Not half bad- and that's before bringing any warlords into it. Admittedly you need a full stack of these guys to pull that off, and each one that dies weakens the group as a whole by a noticeable amount- but they are
nice until and unless that happens, and not overly weak in their early levels, either. Archers can do the same thing, though presumably they'd drop Well-Protected and Guardian and get a couple combat modifiers with their 1 spare AP.