Wc3 seems to have pretty decent balance. So i don't see the point of changing it. Besides Heroes are what breathed life into the whole franchise. Do i really need to cite all the many thousands of custom maps created for Wc3 which are based all around the hero system.
Also to those who say "Heroes are op" "They make me cry" "I WANNA USE UNITS IN STRATEGY"
...... If you don't like it go and play Sc2 ._.
Wc3 is different in Sc2 by game play.
Wc3- Micro on units and hero - Very difficult since the scale is so minute
Sc2- Macro macro -- SPAM the F**** of units with variation and there is no counter. I think i heard it as something like the "Ball of death"
The only real way of breaking it up was an equally large ball of death using crowd breakers etc.
I don't really call that strategy. That kind of strategy should be reserved for games like Supreme Commander where you actually have reliable and decent ways to get rid of 99999 units on 1 spot.
The balance issue for AOE and stuff on heroes is that "In SC2 You can Macro your units" instead of a limit of 12 at a time. This causes people to go "oh goody" and start charging their whole army into death by AOE, instead of splitting them into groups like in Wc3, then microing them into battle. Heroes were designed to scale into late game, and if used correctly to decide the fight/Considering armies were so small.
You had heroes to give buffs and heals and to dmg depending on the hero. Also to kill other heroes.
It just adds another part of the game. It doesn't devolve it.
Also the fact people will rush heroes and start harassing adds to this strategy even more. Since now you have the option for trying to create duress for the enemies.
Command and conquer generals/Zero hour is a horrible reference to try and take balance from. The last time i remember that game evolved around spam expo spam nukes and rape the enemy. Or when nukes were lesser involved spam vehicles get your special unit. Rape enemy armies while sending special unit into back of base and taking out everything you could. ._.
Not to mention how OP the crowd breakers were pretty much insta killing every unit in Xhundred AOE
"You don't want to make the game revolve around heroes" "If people don't want to have a hero- That okay too"
"Because obviously for those who are incapable to use a hero effectively "We must babysit them like noobs"
I wonder what Dota2 Would be like if we babysit the new guys.
Without heroes there will be "no creeping - The whole anthology and world of strategy based around creeping anti creeping"
"Fights will no longer have any real micro into them. It will be like Risk micro on SS. You simply pull unit re-enter cast spell. Pull unit Re-enter cast spell. In a Monotonousness circle for the next 5 minutes.
Or it will become like Sc2 which i have already mentioned. "Micro non existent"
Wc3 Wc2 Wc1 all had huge micro. Wc1/2 the most due to the "1 unit at a time selection limitation". I would assume that is a game feature in design considering at the same time TA had been released which could not get any more spammier

although it might of just been a limitation.
While Wc3 had 12 units making micro slightly easier and bringing a better macro management for units. It brought the Micro macro balance. Heroes added to this by creating more features in game play. There are literally pages and pages and pages on heroes and how to counter heroes. It is a core feature.
Also "You can't win the game without heroes fighting against heroes"
"Tower rush"?
"Use that extra food to get a Tauren implace of the hero"
"Replace the Tauren with some Druid of talon and perma cyclone that hero for the battle length"
"Replace the DOT for some Necromancers to spam rape with skeletons"
"Replace the Necromancers with some Raiders--"Perma esnare"
"Replace the Raiders with some Knights + healers" "Micro rape"
"Replace the Knights+Healers with some Wyrms or Chimeras "More rape"
Replace with Giants -- Mass taunt pull the hero into your army "Insta death"
??????????????????????None of this was considered.