I've been brainstorming some thoughts about changes I'd like to see tried a few times. They are radical and they're definitely outside the
Overton Window, so I fully expect some ridicule, but bring it on!

I think there are good reasons for each of these changes, and I doubt any of these would break the game. That said, these ideas have not been tested or even through through that much, so it's entirely possible I missed something.
Ready to have your mind blown (at how crazy I am)? Read on!
1. Command Cards purchased -> 20 points (or lower)I know the game designers priced Command Cards at a punitive cost to encourage buying actual units. Unfortunately, the way it works out is it functionally limits the number of possible 2000 point army combinations each faction has. There are many ways to put 7-10 units together. There are many fewer ways to do that and get to 1985-2000 points. How many times have you built a list with the units you want, only to scrap it because you have 60 points left over, don't have a unit to upgrade, and don't want to be down the equivalent of 20-30 points of strength on your opponent? It also creates hidden power in factions, where some factions have more lists that fill out the 2000 points.
There are benefits to having more Command Cards, specifically increasing the chance of getting the ones you really need. On the other hand, you'll usually have a good hand of Command Cards by the time the lines meet, so extra Command Cards often only provide their benefit during later turns. I know people have taken high CC builds before, but that alone does not prove the cost is correct. I'm pretty sure the true value of a command card is closer to 20 points than 25. A cost reduction for Command Cards would increase the number of good army builds each faction has and would improve options during army construction.
Some of you may say 20 points is close enough to 25, and you may be right. We might have to drop the cost of Command Cards even lower (maybe 18?) to get the benefits.
2. Hawkshold Bravery -> +4 Courage +3 on fear checks & erase pre-roll to auto-pass Courage check, M&M Spoils -> mark 2 boxes per CA or 15 points spentThis is probably going to be one of the craziest ideas on this list of crazy ideas. By my calculations, a pre-emptive stays-until-used +3 Courage boost has a 49% chance of helping a Courage 12 unit turn a failed Courage check into a successful Courage check (assuming 1 yellow and 1 red check). That compares to 56% for Loyalty and 74% for Cold-Blooded. So what's the problem? First, earlier Rout checks are worth more than later ones, so the value of potentially helping the red check is smaller.
Second and most importantly, courage bailouts you have to mark during YOUR Movement and Command phase are much, much worse than ones you play during the Courage phase. All it takes is for one enemy unit to unexpectedly roll high on your turn, and then your opponent can force an unaided check by playing their Command Cards there next turn. Marking Bravery on enough of your units to counteract this is cost-prohibitive. Not only does it cost a lot of CAs, it also shows your hand. Usually, a large hand deters your opponent from playing red Command Cards out of fear of being trumped. Mark enough Bravery, and your opponent can play red cards without fear.
Finally, let's say you correctly predict which of your units will need to make Rout checks. Hey, that's not easy, and the payoff feels great! Oh, but then your normal units still have a ~10% chance of failing their check with the bonus. Even if you play it perfectly, you'll see your units with Bravery fail their yellow check roughly every 2 or 3 games. I know this can happen with other Courage bailouts, but it feels much worse with Bravery because the setup is much more difficult.
Hawkshold puts me in the uncomfortable position where I never feel good marking Bravery, but the alternative is to basically play a faction without any Courage bailouts. Bumping the bonus up to +4 halves the chance of it failing even when you made the correct prediction and goes a long way to making Bravery not feel like a negative value play I have to make.
For Spoils, it's the largely the same argument. They have a stellar Courage bailout in Ordered Retreat, but the faction is worse overall and it could use the boost.
EDIT: Bravery probably plays better as a pre-roll auto-pass for both players.
3. Orc Lash -> also gives +3 +2 Courage until your next turn if used on an Engaged unitOrcs have a problem: their cheapest line unit is a) skewed towards offense, b) has a 50/50 shot of failing their yellow check, c) only has 9 boxes and 2 yellow boxes, and d) their cheaper backup unit is auto-close and can't reliably be counted on to back up 2 units. That means unless you want a glaring weak point in the line, the average cost of the Orc line is above 200 points, which severely limits their army builds.
Lash adding Courage for 2 turns makes Goblins more usable. Even at +3, it's really only worth it on units which will be making 2 checks in those 2 turns. This change also helps Trolls not rout through their 7 red boxes. This change would increase the flexibility of Orc army builds.
EDIT1: Changed to +2. It'd still probably be worthwhile at +2, but I'm certain it's not too good. Note this only kicks in if used on an Engaged unit.
4. Dwarf Sprint -> 1 CA sprints 2 Dwarves and ignores additional +1 MC if suffering from terrain movement penalties, remove the Sprint over 2 turns thingDwarves need something so they can somewhat answer Stand and Shoot with terrain, and the current implementation is not it. A better solution would decrease the cost of sprinting more Dwarves while also reducing terrain penalties.
5. Carthage Spanish Cavalry and Carthage Gallic Cavalry get +1 dice while not ChargingThis is probably the second-most radical item on this list. Corey tells me these two units as well as Rome's Veteran Equites are overcosted by 10-20 points each due to typos during their development. This makes all of them ~5% overcosted, which is pretty bad. More importantly, these are medium-ish Cavalry with really bad offense. While usually +1 stat compares favorably to +2 dice, medium Cavalry needs to go after cheaper units which often have worse defensive stats, or participate in flanks. Both give dice more value than stats and it means they're even less effective than their points suggest.
While Rome has other options, these are Carthage's only offensive Cavalry units. Carthage (and especially their Numidian Cavalry) has also been nerfed repeatedly by rule changes in the past and could use some help. I'm not a fan of recosting units because that opens up a nasty slippery slope. A bonus of either +1 dice while not Charging or +2 dice while Charging would bring these units up to par. I prefer the first option so they're not as front-loaded, but either option should do the trick.
6. Hawkshold Pikemen -> D+1/+0 bonus changed to while Holding against Engaged attacks.I'm pretty sure most people have looked at the Hawkshold Pikemen and found it wanting. Compared to a Swordsman, it gets +2 dice while not Charging at the cost of 2.5" MC and D-1/-0 against most things. That's almost certainly overcosted. Expanding the scope of its D+1/+0 bonus is both flavorful (long-ranged weapons deter enemy melee attacks) and gets them in line mechanically.
7. Lizardmen Blood Frenzy -> triggers if your unit or engaged enemy units began the turn in the yellow or red.Lizardmen have an awkward problem where their cheap units are tilted towards offense and their expensive units are tilted towards defense. Worse, their cheap units are charged for Blood Frenzy and usually never trigger it. This change is a small buff to Blood Frenzy for cheap units at the cost of a tiny nerf to Blood Frenzy for medium/expensive units, which helps bring the cheap Lizardmen units up to par.
EDIT:
8. Cost to Direct Control units which can't be Direct Controlled -> All your CAs, or remove this option.There's a significant discount to Auto-Close. Being able to Direct Control them and still have 1 CA left over is a no-brainer in many situations. Forcing it to cost all your CAs or removing this option makes Auto-Close a much harsher penalty.
Some less crazy stuff:a. Some fix for shootingThis actually has a bunch of parts: a buff to close-range shooting, a nerf to long-range shooting (an overall buff to closing archers and no significant buff to stand and shoot), a nerf to focus fire, and changing move and shoot to only trigger on maneuvers. Viable archers would greatly expand the number of viable army builds and would breathe some new life into old factions. The problem is I'm not quite sure how best to implement this.
b. High Elves Precision -> doesn't count as a Command Card, Oathbound -> something reactivePrecision is the worst faction ability in the game. Yes, Sprint is their true faction ability (they pay for Maneuver Mastery), but let's at least give Precision a situational use.
As the faction least-equipped to deal with random Courage check failures, it really should have a reactive Courage card. I know Brook is testing a reroll +2 with 1 red damage. I prefer 1 damage with autopass while in the green/yellow, and flat reroll in the red. 1 damage is a big deal on High Elves and it lets opponents look forward to a red check much sooner. 1 red damage only matters if the unit is killed.
c. Trolls -> first red box is a yellow boxI don't think Trolls are overcosted that much. Compared with Ancients and their 1/4 defense, a 1/3 defense is 1.11 to 1.38 more damage per 2 turns, and -1 for regeneration (I assume 1 green and 1 red box cancels with Blood Frenzy). A small buff to Trolls would bring them up to par.