I spent some time today playing around with UnitGen nations. Until now I haven't really tried to play most of the nations I generate, I've just been looking through the descriptions and mod file. It turns out I could probably have fun with almost all of the nations I've generated.
I found one that had protection 17 sacred units with awe whose weapons brought enemies back as undead (add an earth 9 or fire 9 bless and they turned nasty, fast), a nation of astral-magic using lizardmen with hydras and incredibly durable but slow-moving troops (poison resistant astral mages + hydras = ethereal hydras!), a nation with sacred rangers with glamour and troglodytes plus mages with fire and water magic (fairly cheap tramplers plus good archers that can hold their own in melee with acid backup!), and a nation that I didn't play around with much, but has relatively cheap sacred infantry with berserking, poison clouds (like hydras) and weapons that reanimate killed enemies, plus 19 defense and then has spider cavalry and assassins to round it out. Oh and B3, D3, and F3 mages plus the ability to blood sacrifice.
This mod's really neat for figuring out how to play different ways and learning about different combinations of magic paths.