The changes I made to Arcane Master and Vereesa don't take away from already established gameplay elements. They just add more variety.
Arcane Orb still performs as before, only that now it can also damage air units and non-organics.
Mana Fusion and Spectral Aura work very similar. I just moved Mana Fusion to the Spirit Priest and modified it a bit.
Rhonin's ultimate Astral Confusion was really problematic as it only worked in the final base-building map well. By making it a standard spell you can now always gain a temporary ally to fight for you.
Using Overpower is... overpowered, but in a good way. As long as you have a lot of mana you can spam Arcane Orbs and units hit by Astral Confusion will spread the effect like in the current version.
Vereesa's Multishot works as before (like a Shotgun). But in case you wanted to kill a single unit quickly, without getting Vereesa too close to enemies you can now use Rapid Fire. Basically like a fast version of Searing Arrows.
Btw. thanks to these models the dragon aspects might still get a unique look:
Dragons
edit: Allow me to elaborate in a bit more detail:
The update to the campaign has the goal of making the campaign more fun. This is done by establishing some pillars (well-defigned design decisions), like giving the player always something to do with enough options to overcome difficult situations.
There were many situations in the game when players coud only do very few things at a time. For example when you controlled only 1-2 heroes, like Falstad and Vereesa. Falstad could use his Hammer to taunt enemies and use Power Bash to slow them down. Vereesa could use Multishot to deal damage to many enemies or get close for a shotgun-blast. Other than that she had to do some mana management between Searing Arrows and Refill Quiver. Both heroes can buy some items to replenish their vitals so they can do these things more often.
I will not say I made big changes to these heroes, because I always have to be careful to not overburden players, but I gave players more things to do and more options. Aside from the changes to the heroes, I have added more base-building, so you can produce a variety of units, and I added mercenaries you can hire on each map. Usually the amount of gold in a map is limited so you have to think what type of merc or item you want to buy.
Current progress of the campaign is going well. Just polishing and bugfixing now. I aim for an open beta on August 2nd. I am looking forward to anyone's live feedback.