Well heck that article is pretty much a very solid summation of my views and hopes for an AOW 4. Good job by the writer.
To make specific points, I would say the following:
Keep the sector system from AOW:P - it worked well, but there needs to be a much better tutorial to explain both how it works and the concepts. A lot of players stumbled on grasping this system but the system is not that complex, just different.
Keep and expand the Empire Mode from AOW:P - it was one of the best innnovations in AOW:P but it was added late and in a very much “rough conceptual” state. A fully fleshed out Empire mode would be great.
Add the Seals Victory from AOW3 back in. That was my favorite victory condition and also IMO the only one the AI played well. It’s vital for single player IMO. I had heard there were issues with in MP but that’s fine - if it cannot be tuned well for MP, just don’t allow it in MP. But it’s vital for SP IMO.
Streamline the mod system for most units. I’ve suggested either limiting mods to 2 per unit instead of 3 or by matching mod slots to tiers - 1 slot for tier 1, 2 slots for tier 2, etc. Also, I would limit the powerful synergistic mods to dedicated spellcaster/special operative type units. I mean the nasty debuffs and the various buffs and stuff that can dramatically change battle balance. I think they should be in the game but in a more focused fashion, preferably on mostly glass cannon type units (so if all else fails you can always bash em down).
That’s basically it. I’m fine with AOW Fantasy, AOW Sci-Fi or AOW Steampunk/Pulp. Fantasy is the easiest as it builds on much that has gone before and is probably the most dependable from a marketing standpoint. But if I had my druthers I’d love a Steampunk/Pulp game.
And I guess one more thing: I do think focusing on tutorials rather than campaigns is something to think very heavily about. Maybe a short campaign that is a strong tutorial but honestly a lot of AoW players hate the campaigns. I know I do. But these games NEED a good tutorial. If it has to be in campaign form, fine, but it should be both short yet also chock full of info. AND, the help system needs a lot more “basic conceptual” type stuff in an easy to look up format. These games feature a ‘learning cliff’ and good, deep tutorial and reference info is important. AOW:P had pretty good tutorials and quite good reference, but even so it was not always easy to learn key basics. For example, I still hear of newer players struggling with the sector economy, even though it’s pretty straightforward, but not well explained.
Lastly, for the English speaking market, a bit tighter quality control on translation, please. As an example, one thing that leads into the confusion on sector economics is that the translation is not 100% consistent on “sector”, “exploitation” and “specialization” all of which are different. It may be that in the original Dutch this confusion is less evident, but in English these words needs to be used more consistently. Also, let’s try for better words - “exploitation” and “specialization” are just not great in English in intuitively conveying what the game is going for. Overall, the translation was pretty good in AOW:P but it fell short in a few fairly technical areas IMO. It’s a small issue that affects understanding in deep ways. (For example, Tom’s great frustration with the victory condition issue in Empire mode could have bene avoided with better explanation/translation of the primary and secondary victory condition concepts.)