Lady calling in
Alright, all the suggestions from countless sessions complied

Some are mine, some are from players of the map. Take them as they are, suggestions.
List goes in no particular order whatsoever, it just goes
- Shared Bounty
This requires some thinking of how useful would it actually be. It is notable that once certain heroes start to fall off due to not getting enough last hits, whole party tends to suffer. Since sending gold to allies isn't disabled in the game, perhaps full bounty could take effect, otherwise, 50% to last hitter and 50% to remaining of the party could function just as well.
- More Heroes
If you want to keep the main team composition of two carries, two tanks and a support, you can add more heroes that can be selected using the this OR that system. For an example, you could pick Jaina (offensive support) or Furion (defensive support), but never both in the same game. This allows for more characters to be introduced while keeping the same team composition - but with that extra bit of versatility which in the end, gives a lot to replayability. Some other suggestions people did, along with what you could pick using the "... or ...", are as follow: Maiev/Illidan, Tyrande/Sylvanas, Jaina/Furion, Thrall/Grom, Naisha/Illidan, ... Each char could remain of the same role, but add something different to the table, such as Maiev could instead be an AoE control carry, Tyrande could be a utility/buffer carry, while Jaina could bring a bit more offensive and disabling power, but still retain healing role.
Some more possible characters found out by players during recent sessions:
Muradin Bronzebeard, Naisha, Shandris Feathermoon, Kaelthas, Lady Vashj.
If you ever plan to make more chars, you can add a tavern for each of possible variations, so five taverns in total. Selecting a hero from a tavern destroys the tavern, making it clear it's only one hero per class/role.
- About Furion
I've personally always leveled Heal, then mana regeneration aura (in that importance), often keeping Overgrowth at level 1 just for the first dungeon. After I found out how much little mana regeneration he grants, I've picked active skills instead, and I've noticed a few things. His skills need a bit of rebalancing in order to be truly effective and provide an option as to which build would you go for. Essence Aura should grant additional mana regeneration to Furion only (such as 0.5 per level for allies, twice the bonus for Furion) to allow it to scale properly, while Overgrowth could use a little revamp to make it more effective - and this mainly concerns the lowest possible movement speed you have set in gameplay constants. Most of the times, the 70% slow usually gets cut to about 50% due to minimum possible achievable movement speed is too high for it to take full effect.
- Lumber / Time
Since you don't use lumber in your map, perhaps you could add gameplay duration counter in place of that and food. However, this will mean removal of "Dead" message with upkeep you've made.
An alternative is adding that to a multiboard, which is also next suggestion.
- Multiboard instead of Leaderboard
Allows for much more flexibility, such as adding player names, icon of their hero, their level, level of their skills, items, kills, evolution order, game duration, ... you name it. Transforming to a multiboard allows for more game info to be displayed at once.
- Evolution items
Later on in the game, evolution items are merely just a blocker in inventory. Instead of adding them, let players see themselves what has changed, since abilities generally retain the same old concept, but a bit spiced up.
- Colisions and their circles
I've found it hard to calculate visually how much HP my party has due to small colision circles. Increasing them to about 1.5 will enlarge the hit points bar by just about enough to be able to visualize it more without looking down on the UI.
- Custom Models
After looking at your map, I've realized your char evolutions take a ton of map space, literally the most space percentage of everything else. Perhaps switching to some more "standard" wc3 models and skins for evolutions and instead adding new spell effects and more custom models and skins for everything else could prove worthy to increase overall aesthetical rating. If you lack some, you can always request a model or skin - this map has a lot on popularity swings so it's possible that people will be attracted to it.
- Add a Patreon
Collect some donations from fellow players to motivate you to work more and harder on the map. This is purely optional, but it could sky rocket your motivation.
- Cheese model
It's really hard to click, sometimes resulting in dying and frustration. Add locust to circle of power beneath it, and/or change the model for a low-budget 10 kb cheese model on the hive.
-Maze game
It should be shortened just a tiny bit, but not too much. 2 cells should be enough to still make it challenging, but not frustrating.
-Wisp game
Hardest for newbies or if you don't have much mazing experience in general. Could be easier once you've failed it few times to scale it to people who can't complete it (such as removing few units from game once the game is failed 5 times).
-Random wisps
Before you get to cenarius, in the minigames area, there are few random wisps that are harvesting lumber. They can be killed for standard wc3 XP and gold. You can either make them a bit more rewarding to introduce them as an actual secret reward system, or add locust to them to make them untargetable.
-Mana Rune
It costs a lot for not providing much, making it a very situational, last-resort type of rune which is ever so rarely used. Perhaps cutting the cost just a small bit and/or making it leave a % MP regen ward for a very short duration (less than HP ward) could make it scale better.
-Ward in general
...should have locust on them, flying movement and removed colision to prevent flooding of screen with UI selectables which isn't used in any way.
-Breadstick secret item
While I do get that it's a joke, why not to make it an effective one as well? Maybe reducing HP malus and making it % damage instead of a flat 100 bonus can turn it into a versatile and useful item.
-Cinematical Evos
People generally don't even get to see 'em. Turning them into a short 10 seconds cinematic could make it more RPG-ish and give a visual boost to the map.
-Colorpicker
Christopher Hauck - Colorpicker
It may save your life. Some of your tooltips use too dark colors that are barely visible ingame. This little program which I use for *years* is super useful to both preview and execute colors at once.
-Bug at Xarvus with Spirit Release
Tested twice, it doesn't work. Check the replay for more info. Individual revives do work, but mass revive doesn't.
-Bug with Arthas' ultimate
It glitched, also in same game, and stayed for pretty much entire game. Could use some checking on triggers.
More to come since I most likely forgot a lot
@NailBigGreen,
@AwesomeGuy,
@illidan557
Welcome guys
Edit: Forgot to attach replay.