Well, let's see, I do agree the evil dragon could be made a bit more powerful, although it is pretty powerful as it is. Perhaps increasing its defensive abilities (HP and armour) would be a better idea?
I'm neutral to having hell gates depend on the archmage tower. I suppose the behemoth should be a later game unit, but I've always found it to be so clumsy that I never use it. I think we should address that first. The biggest problem is that its large size makes it difficult to reach a foe and it takes more damage from splash attacks too. I think adding a ranged attack where it picks up a rock and throws it would be a good idea. However, the AI would also need to be improved as to know when to use the ranged attack instead of the more powerful melee attack (namely if it takes too many steps to reach a foe).
I agree, ghost armours are a bit difficult to get. I think it'd be easier if we simply removed the upgrade prerequisite and just require the summoner's guild to exist. Being invisible or respawning would be overpowered and not currently possible.
I don't think the summoner should be cheaper or faster, but I do think the EP cost of their attacks should be reduced. I can't help but think that we should also be able to set a minimum EP for when a unit is produced. As it stands, all units start with zero EP. So if I pump out a summoner into a battle, she'll definitely die, as she won't be able to attack immediately. This applies to all units. I'd like to see units starting with full (or maybe half?) EP, or perhaps even more preferably, let the modder set a "starting EP" in the XML.
I didn't realize some buildings required a summoner, and agree there's no reason for a building to require a mobile unit. Building prerequisites should be limited to other buildings and upgrades.
By upgrades to the daemon, do you mean morphing the daemon into something stronger (disagree) or an upgrade to increase the stats of all daemons (agree)? While the daemon is intended to be a cheap swarm unit, they do become pretty useless late in the game, and increasing their HP and attack slightly could help keep them slightly useful (though they'd remain a swarm unit, which is still useful for holding back enemies).
As for the wicker behemoth, why not just have the behemoth be built, but make the "be built" model the wicker behemoth model? That would make the behemoth similar to the golem in terms of creation, as I agree, the intermediate stage is just annoying and unnecessary. However, since victory is considered to be when all buildings are destroyed, and buildings are defined as units with a be_built skill, won't we need a way to flag units as not being required to kill for victory? Not sure offhand what's happening to the golem currently.
To be honest, if we're going to do a MegaPack update, I can't help but think we should consider going all the way. Ask for community help in revamping the MegaPack entirely. For example, the Indian faction is mostly retextured models. The icons of some of the earlier factions are in desperate need of an update, and so on. I can't help but think that while MegaGlest keeps getting better, the MegaPack has been stuck in limbo, despite being the flagship mod.