I don't see how you can both make the monsters tougher and the combats shorter, seems like a contradiction
I agree it seems like a contradiction but the new combat rules do seem to do that when playing although I haven't yet crunched the numbers to prove it. With close combat weapons now having more attack dice and attacks counting black shields as skulls an attack that previously had 2 attack dice now has effectively 4 (+1 for the weapon changes and +1/3 for the dice changes) which makes the combat shorter and allowing both Heroes and Monsters to defend on White shields only makes the Monster defence comparable to the Heroes i.e. tougher.
Fists 1, Dagger 2, Short sword, Spear, Hand Axe, Staff 3, Broadsword 4, Battle Axe 5
With regards to special abilities for Heroes then yes I am planning on giving them all some special abilities to make them unique but I haven't finished this yet so only a sneak preview for now and some of this will only make sense in the context of other rule changes!
Barbarian [B] - extra 2 BP (8) to reflect his robust physique and an extra attack die in close combat to reflect his formidable strength, however he disdains the use of ranged weapons (not thrown) as cowardly and refuses to wear Plate Armour as it restricts his flowing movements and after all he is 'ard enough without it.
Dwarf [D] - extra BP (7) to reflect his thick set squat physique and a bonus for rolls to spot hidden features due to his familiarity with underground environments (he comes with a tool kit as part of his basic equipment now)
Elf [E] - already has the ability to cast spells as a special ability and is the only Hero aside from the Ranger to be able to use a Bow
Wizard [W] - already has the ability to cast spells and in my version has less restrictions around equipment, armour and weapons (still restricted but less so) - thinking about replacing the Wizard with a Monk and or Priest characters, Monk being focussed as Wizard on casting, Priest being Warrior and limited Caster?
For both of the spell casters, my current hero set has only three players and haven't chosen either the Wizard or the Elf so I am focussing on everything else at the moment and will review spell casting and Mind Points at a later date
Ranger [R] - Bonus to Agility tests (climb, fall, leap, jump and similar), access to Bow, Marksman - bonus to ranged attacks - extra die possibly?
Halfling / Rogue [H], one less BP to reflect reduced brawn, nimble ability allows faster movement, and access to Sling, bonus to Sneak actions