I don't think the cannons work with magegems. It should be extraordinarily easy to do so as a very minor part in a revision or design but without any action they still require direct magical input.
The cheap HC1-Es and steam engines is good news, though. It may have minimal effect now but it helps in the future.
Now, for actions.
Jungle - With continued naval supremacy, our commander says we should be able to push Moskurg back here.
Mountain - I'm not worried here as it'd probably take several intentionally-made Moskurger designs to legitimately conquer the mountains.
Plains - The new HA1s should help
a lot here. We should still invest in explosive ammo at some point though. But maybe it's possible to make some minor explosive ammo with a revision? Like "stick a magegem in it" with nothing else.
Seas - We just have a general advantage here, but I think we need help here the most until we get Crystalclads. If we lose the sea we lose any chance at the jungle, so...
Send Myark to the Western Sea.For the trader, I'd say basically what Andres said.
Give the trader a few falcons, some crates of crystal weaponry, and enough Fog-O-Wars to replace his current ship(s). We're upgrading his ship and giving him a ton of stuff too.
MYARK
1 - Send to Western Sea: Chiefwaffles
MERCHANT
1 - Give few falcons + crates of crystal weapons + Fog-O-Wars to replace his current ship(s): Chiefwaffles
@Andres: Basically our circuits are ways of manipulating and harnessing magic without a human presence. We first used them on the magical condenser to maintain an enchantment without a mage present. (Basically at first they were just our fancy magitech version of enchantments) But now we can clearly use them to autonomously cast spells (Crystalworks) in addition to enchantments. They're very multi-use and I also
think we can do some extraordinarily basic logic with them.