Regarding Magic
As part of the rules rewrite, a magic system will be assessed and parts of that have already been displayed in Locanil's spirit summoning rolls; a division of spells into different parts (in that case Summoning, Binding and Banishing) where any part has the power to go wrong. This will keep the variability of magic in place, especially given that a different thing can go wrong at each step with differing consequences.
Also coming with the rules update will be a theme and setting post, in which the role of magic is noted; I am determined to keep this game relatively low-magic. You are King is very much a game of politics and subtlety as much as it is open warfare and adventuring, and this works better with most characters staying mundane. Wizards should be rare and dangerous, and tempting as it might be to make everyone a wizard we as the GMs will want to make it painful enough to play one to discourage most from trying.
The same goes for demons and other high-fantasy elements. The introduction of magic led to some dangerous expectations and assumptions about what 'goes' in the gameworld, with one player stating that "this is a fantasy" and therefore assuming that druids and dire wolves could be taken as read. Medieval/Reformation/Renaissance Europe should be your guideline here, not Dungeons and Dragons. By common consent of the players, magic exists, but it is not the focus of the game.