I salute you all, gentle users of Modding Union. I come quite late to the discussion, and I apologise for that; whenever major heroes (faction leaders, for the most part) find themselves at the centre of the topic, I'm always delighted to hear about people's opinions
I would just like to make a couple of needed clarifications that might interest you.
1. First of all, as far as I have had knowledge until now, it's not possible to have heroes exceed the cost of 3000 resources, not even if we're talking about leaders of some given factions. You may have noticed in the game that said amount of resources (3000) is exactly the limit beyond which nobody could go. Because the Edain 4.0 balance is substantially based on that of BFME1, where no hero would in fact cost you more than the aforementioned sum.
2. As anticipated in the relative article, Angmar's Witch-king is likely to undergo a general overhaul in future patches, with this involving also the own central spell of the faction. So, I encourage you to wait, for none of your hopes will be disappointed.
3. My personal view on Elrond and some insights into what had been, at the time, the whole debate which led to the current design.
Elrond:
Also, I suggest removing the mount / dismount ability from Elrond (it seems completely unnecessary)
You are right, this ability is really useless.^^
I completely disagree with you, here. A couple of years ago, the English community had been long discussing Elrond in the forum (you may easily find the thread in the Imladris board) and that had ultimately started a very broad topic on the matter; one of the most popular and viewed out of all the others in English boards. Users, including me and other past members of the community, provided tonnes of different arguments to back specific suggestions and, not seldom, discussion would go far across in-game boundaries and reach the pure lore.
Our common point was nonetheless the same: we were not completely satisfied with how Vilya used to be portrayed in previous versions and with the fact that the hero's design was still lacking deeper characterisation. Namely, his concept from Edain 3.8.1 was perceived too much generic and quite bland for the revolutionary 4.0 era.
Elrond is maybe one the most versatile and dynamic heroes of the Mod. Agile and able to serve a wide variety of purposes, boasting hero-supporter and mass-slayer aspects. But his main role is that of a unit supporter, without a doubt. The lore shows this defined character of his quite clearly, since he was the commander of Gil-galad's armies and his herald on the field as well. Following the death of the High King, he remained in charge of the few Noldorin elite troops who still lingered in the world. Add to this his immense experience in battle, thanks to many centuries spent at the head of Elven hosts during wartime years, and the incredible fact that he was even there, when the Host of Valinórë landed in Beleriand to end Morgoth's uncontested dominion of Middle-earth (First Age of Arda).
This peculiar trait I speak of is embodied by his leadership bonus on troops and by the very mount ability. I know that some find it boring or useless, but it's rather the opposite. Rivendell, behind the sole Rohan, is the most cavalry-based faction in the game (equalled only by Gondor, probably), relying on powerful heavy-armoured riders. Hence, there would be no point in depriving Elrond of the great possibility of riding alongside his noble knights. Having a mount also permits him to head to anywhere he's needed, carrying with him his support-oriented skills and his fearful magic. This also mirrors the vision of the Hobbit films, too, in which he does lead his riders whilst patrolling the borders.
Other alternatives I cannot think about. In Edain 3.8.1, he used to sport an ability which gifted allied heroes with a bit of experience. And features of this kind become unserviceable once they fulfil their purpose. Furthermore, it's also a quite naïve of an effect, I reckon.
His current design is therefore a marvellous example of how the community's will has been taken into consideration by the team, flourishing in an overall positive result, while going back to the past would be a blatant step backward.
4. As FG wrote on ModDB, Galadriel has undergone a total overhaul. All of her three forms. This is meant to renew her own prominence in the faction, focusing on her as it's due and endowing her with unique powers that suit the general logic at heart of the 4.5 patch.
Similarly to that past ability of Elrond, she was bound to sacrifice two precious slots of her power set to perform global-ranged magic. Yet, things will change soon! Every single ability of hers has been either replaced or improved for the better. Wait and you shall see
Then suddenly Sam gave a cry and sprang away." I can't stay here,"he said wildly. "I must go home. They've dug up Bagshot Row, and there's the poor old Gaffer going down the hill with his bits of things on a barrow. I must go home.
The fellowship of the ring, the mirrow of Galadriel
So it is imo good and lorefrendly that is gives also debuffs.
True, it's definitely lore-accurate, but also very much contradictory (game-wise). Galadriel is supposed to represent the most renowned paladin of the good side; a champion of the Free People and a guardian of peace (no surprise that the White Council was born at her specific request). We're also speaking about a level-7 ability (the one preceding her ultimate power). So, not only does that aleatory element render the ability a bit complex to figure out, but the additional negative effect of the case also kills what of good was left to use. Extremely underwhelming, I say.
As remarked above, this ability has finally been revised and given another rationale in the game, feeding from an interesting passage of the canons.