Not having that much time on my hands to read this thread through, here are some suggestions to what I'd like to see in your game:
I would like to see adjecent buildings do more than just boost the production of the special tile.
Maybe have a Steel Refinery next to a mine would make the quality of the items made in the city better (boosting their stats), or other buildings in that flavor.
Maybe even a certain building that could decrease the amount of food needed, in order to build a house in it's city, half the amount.
It would also be nice to have some way of generating more food/building other than gardens, if you don't have the tile available for this.
I must admit, I haven't looked into the enchanting bit again, but I'd like to be able to branch out in what types of enchantments I would like to be able to do in my cities. Say, I want to focus on enchantments that specialize in doing fire damage, then I would have to brance into a fire-element foundry, but also one that specializes in damage, in that school. This could enable you to make enchanting more potent, because you would be sacrificing other types of enchants, to get what you want.
Concerning research and suchlike:
a fully detailed tech tree, with links to an elementalpedia (think civilopedia), in which you can look up all descriptions and stats of every element of the game.
I would like the tooltips for things you can get with the techs (buildings/items/etc.) to show what they do (eg: looking at a market, having the economics tech selected would show you what the building does, and how much income it gives you (in this case) in the tooltip).
For techs, I'd like to see a short flavor text to each (not needed, but would add atmosphere), then below, what said tech enables of units/buildings/upgrades/items/further tech advancements.
I would like to see certain, significant unit improvements to require two separate paths of teching, within the warfare (or maybe warfare-magic/adventuring) to be available. This would create more options for strattegy, and a good sense of anticipation, when you intend to use these opportunities.
the HUD info you get should be detailed, but comprehensible. You should not have to click the city, in order to get the info you need (when you say HUD, I think of it as a mouse over tooltip) So, it should contain all significant info you need about the game element you're hovering over.
Outside of the HUD display, I would like to have the ability to enable certain options to be seen. Especially how much revenue/research/prestige each city makes, the amount of units stationed in the city, and what type of unit they are (offensive/defensive/spellcasters), and the strength of these, based on certain brackets (1-5;5-10;10-15 offense, etc.)
this could be done by making icons above the cities, and a number besides them. When it comes to stationed units, I'd prefer dots, that will collapse into each other, if there are a lot of stationed units. Color coded depending on type (red for offensive, green for utility, blue for magic, yellow for defensive, eg.) I do not know how to indicate the strength of the units in the city, but it may not be needed outside of the HUD.
When it comes to resources, I'd like to see maybe 3 levels of quality of each resource. So, for mining, we have: Iron, Mithril, Elementium? This would, first of all, make better quality items, and maybe be needed in order to create certain items/buildings/whatever you can think of.
Maybe have certain spells use rare resources as components for them (eg: certain earth spells may need you to have mithril or elementium available, in order to cast them).
Or, what about certain resource types needed, before you can make certain types of enchantments on them, or resources that attune better to enchanting, but in it's natural form (without enchantments), they wouldn't be as good as items made of steel.
All of these special resources should, of course, be quite rare. This is in order to not trivialize their potency, but also in order to give players to alter, or improve their strattegy, should they find one of these rare resources. Having rare resources that impact the game in such a way, would also create a very nice logistics and mobility management aspect within the game. (as these resources would only apply to the city they are found in)