Turns out I already has improved on AW
Just not in the way I expected.
What I've brought to the formula is a streamlined play scheme. It sounds trivial but when you get playing the entire experience just feels like a good water slide. I sort of stumbled onto the scheme through a decision and 2 happy mistakes.
1. From the beginning I wanted attacks and moves to be menu-less. So instead of moving and selecting to attack now you draw the movement path and close the path with the cursor over the unit to be attacked.
2. In the Tokyo Indie Fest build I had a nasty bug. If players were fast they could issue a unit move while a prior unit was still moving. By the third day I decided to keep this bug, I liked how it eliminated the annoying wait between moving units. This required rewriting much of the Unreal side code to support decoupling the game simulation and the game visualization but that has been already.
3. At one point Ren's highly detailed battle screens got removed. It turns out that the game is better without the constant transitions to the battle screen so they have been kept out.
The net result is that Super Battlelands is hard to stop playing. A turn takes seconds, and the AI itself is even faster. Now when I play FE or AW I get annoyed at the micro-interuptions, they just feel slow. Think of Civlization with better combat and no AI wait.
So what Super Battlelands brings to the table is to make moving units fun. I still want to add those mechanics I've been dreaming of but the game does not necessarily need them.