Reward risky behavior. For example, melee damage should be inherently higher than ranged damage because getting into melee range of an enemy is inherently more dangerous. Put buffs such as Major Sorcery on melee range skills, for example.
Increase Counterplay and Decision Making in combat. Don't decrease it. Give people opportunities to make meaningful decisions as fights progress, and give us tools to use in response to allies' and enemies' actions. For example, let detection potions reveal hidden units for a period of time, but give the hidden unit some warning that he's revealed, or a way to avoid damage while attempting to escape.
These are basic and off the top of my head. Anyone have any to add?
Kena
Former Class Rep
Former Legend GM
Beta player