Enemies are not too many. They adequate. The problem is map size in some cases.
Maps with buildings are perfect as the verticality gives you the leg room you need to fight off hordes and set up kill zones.
However flat maps or practicly no verticality causes you to either kill everything on turn one to at least hope to survive to the next turn unscaved or be swarmed on your spawn point on the next turn and get what you couldnt do to them.
In recent patches a new mechanic appeared specifically on aincient maps where enemies only spawn in when you trigger an event. I found that a really good idea to set the pace of a tactical battle map, however the spawn in can be aqward sometimes as the game tries to find spots where you are not and spawn it there for be less annoying but in some cases it becomes annoyance itself as it completly destroyes your previrous tactics and everything turns to chaos as you try to scramble around again.
Still giving us a clear spawn place is also have its downsides, for example base protection. Where it is thematic, but really makes it a superkill zone with no challange.
I think what this game really needs is a siege breaker unit. For xenonauts for example it was the one hit youre one of us unit. The idea was that the unit AI was always tried to move in fog of war, however in this game there is only sneaking which is really unreliable for both sides, and being in range is not what a siege breaker does. It has to be melee.
The latest patch give us the spawn from the dead thing. NOW THAT is a siege breaker. If you kill it, on enemy turn it is a garantied to survive unless heavy overwatch is given to it, and even 2 of them can have enough movements to seriously damage one of youre dudes or kill it if its low level. That is a really good step in the right direction and im having fun having to deal with them. Like specifically leave the unit mind controled or bleed out to have enough time to setup to counter it.
The worm spawner is a good siege breaker but its more like a delaying factor until other units gets in. however it is rarelly paired properly and it running out of ammunition only makes you want to just hang in there instead of deal with it.
We really need a unit that can leap in and survive a minimum of 2 turns even against full focus fire. And not just force 2 snipers of theire full turn then just move on whlie recivieng 2 extra action points after each.
It needs 1 action point hits that can atleast disable one body part garantied or half youre hp. It needs a form of damage immunity to avoid high cost high dmg nukes and rapid trickle damage like sentry spam.
For example in Age of wonders planetfall there is a jumpy unit that when jumps in and go to deffense mode it recives like 75% avoidance and it is extraemly hard to kill even with aoe attacks. You need spells to stun it so it loses the dodge on his next turn and THEN you have some better odds to shot it, or you have to use melee.
Being tanky and nut just go glasscannon with everyone would be better if we would have same unit at least 1-2 turn survivability against ANYTHING with high range retalitate would be awesome too and would make sense for more healing stuff to use that i usually sell in mass as i never use it.
Also im failry certain that in age of wonders if you load a game the AI will remember the resoults of the battle and act accordingly on the next encounter changing tactics dramatically.