Okay, so.. I have played the other side several times already against myself just to test balance and imagine a multiplayer game on this map and here are my conlusions about necromancer vs wizard:
the resources are pretty much equal on the both sides on 180% or 130%
(i didnt play easy and impossible as most multi player games are on 180% but it really depends on preference)
here are my conclusions about units:
gnomes need a bit of a buff (great mobility unit: i was like meh at the first time but they actually are what wizard needs) but they need a bit of a buff with special ability. Could be reduced mana from spells or be a battlefield caster - which i dont personally like.
death knights are really strong with their growth rate - they have comparable weekly strenght to bone dragons, but their stats are kinda okay. Their building is in weird state, because it's really cheap compared to dragons and they have strange requirements.
About heroes: i don't know all yet, but 1st thing that noticed: necros have zam with logistics which make him a good pick for all maps. for smaller maps (not this, because you get 2nd level mage guild and always death ripple for any necro) they have hero with death ripple. I also like the choice of animate dead guy for big maps but you need to have luck with earth magic so it's useful.
Wizards have Lloyd and Myrini that are playable, could get use of good supports like a good chance of getting scholar, or actually to make them stronger a guy with +350 gold or a strong spell
about the map itself: the advantage lies on necro side, because it's faster to collect gold chests and also he has easier access to artesian spring rush in 1st or second week which gives the best early advantage. (i would put a mountain in this map besides his ore mine) the second big advantage is goblins at the top, which give around 150 goblins weekly but it depends who rushes it. there could be a little bit less of those huts
i will check other factions just to try in map maker and let you know what i think.
generally many things depend on what artifacts player gets from random and how they actually play.
some other minor things:
you could be able to control click or shift click units in hero or town view but you can do it in advanture map on the bottom.
you can't click on a hero to view his abilities when leveling up.
a major thing about growth and what mod changed from H3:
in h2 the buildings for high level units were that expensive, not because the weekly growth scaled well but because all castles had a different mechanic to increase growth which was +2 to all units. this allowed a big advantage for buying high level to be actually a powerspike cause you got triple your dragons or double paladins growth and it was the best stackable unit in any castle.
in h3 the highest level units had their attack and defense much much higher which gave you advantage over time for stacking them in lategame.
in mod: the stacks of units is in a weird place, because nor the growth nor base stats are high enough for 7th level units to become the powerspike. It's of course still better to buy dragons/paladins/genies than boars/whatever because their weekly power is high enough, but it's actually a big disadvantage to buy those expensive buildings just to increase your creature pool. It's sometimes really better just to wander around map and get another stack of some neutral units (i like it, because it was almost non-existant in h3 and hardly existant in h2, but it punishes some buildings in several castles)
It's about fun, though, right? I've played couple ranked games with h3 before and i like multiplayer games on jebus randoms, but im waiting forward to play the mod with someone