Some of the problems that we faced were certain characters had a high movement speed, plus a greater attack range. To balance this out, we kept the movement speed the same, since moving across the board slowly. We lowered our attack range on our ranged attack.
Another point that was brought up during the playtest was the lack of information on the actual tokens. During the game, it would be easier for players to make decisions if they knew the attack range and the point value for each character right on the board as opposed to having to reference the cards continually.
The last thing that we noticed during our play test session was that the games were taking too long. We needed an alternative, shorter end game trigger rather than the traditional 2 dead leader approach. We are currently working on a solution to this issue via playtests and thinking of point related end game triggers.