Whoa--that's an army of Heroes! I like how you limited a couple of upgrades on the back of the cards. A dump like that isn't likely to see individual attention to everything by anyone but yourself, but I'll throw in for a bit.
A series of Heroes (Bounty Hunter to Inquisitor) have a choice of any two actions in a turn, though you seem to have dropped it as a rule. Dropping was the right choice, I'd say. Have you also dropped
(=Items) under Attack and
(=Items+2) under defend? I see what you're getting at, but to me those notations serve more to clutter than anything else. They're your cards, however, so your call.
My feeling is the alignment medallions are too prominent. That info need only be referenced when choosing a Hero, so why not try shrinking it down to the same size as the other icons? The extra space gained can be added above the alignment icon and below the equip information for more open bordering.
I best like the clear background training table. I also like it placed at the bottom of the card, though I'd add a bit more space below it.
A sticking point for me isn't necessarily a problem in a homebrew campaign, but the always-functioning combat dice bonuses from training for the Acrobat, Barbarian, Golem, and Monk may be a bit high if you plan to use the published material. The Apprentice bonus begins somewhere in KK or RotWL with no imbalance. Journeyman perhaps starts in the EQP with 5 AD and 3, 5 or 6, 5, and 6 DD for these Heroes, while the jump to Master around The Dark Company sees 6 or 7 AD and 3, 5 or 6, 6, and 8 DD. With little or no use for equipment, the Golem and Monk training begins even earlier. The Acrobat's lower DD helps to balance things out, but the Monk's initial weakness (not fun for the player) is only a temporary balance against later melee dominance (not fun for others.) The Golem and Monk limit against bows helps a bit.
Earlier in the thread, you had asked about the purpose of random movement. One key in Hero Quest is the red dice function as an initiative system when combat is initiated. Heroes with high rolls move in and strike first. Slower Heroes often don't get to attack until after the monsters. Beyond that, random movement tends to separate Heroes in the corridors. Sure, they can regroup at a door, but not everybody prefers to wait on this tactic. Morcar/Zargon event decks were created to discourage this tactic, among other things.
Finally, some suggested edits:
Capitalize all occurrences of
quest on the backs of the Alchemist, Aquamancer, Bard, Beastmaster, Cleric, Courtesan, Dark Elf, Druid, Geomancer, Golem, Pyromancer, Soceress, Witch Doctor, and Wizard cards.
BARD: add
Instrument to the starting item icon.
DEMOLITIONIST: You may want to add in something like
Blasting Powder.
HALFLING: Rotisserie--Yikes! What are
Healthy Rations?
WITCH DOCTOR: Under
Voodoo, change "questh" to
Quest.