For my thoughts on Phantom, I think it is fine, or even overpowered, rather than underpowered, as it is now. Identifiable clones as fine as it is, because they have to check a lot of clones to see which is the correct one, considering you have a lot of clones around you (which you should). Regarding focus shot, I am able to land one shot on my designated target over 90% of the time, which is consistent enough for me. Later in the game after massing up enough kills, I was just about able to kill a Psion with one cast of final spell- this is only at 25% of the full damage done to small units. If I were to use this spell on a marine, or firebat, they would easily die. My only concern is the hookshot, as many other point out.
Here are a bunch of other ideas I had:
Mana related spells.
>> Causes nearby foes to randomly cast spells on their own (and lose the amount of mana used to cast)
>> When "infected/cursed" foes try to cast a spell, one of their other spells are randomly chosen for casting. (e.g. If they have over 80 mana and they cast l2, instead they cast l3, and 30 mana is subtracted)
>> Spell immunity, causes the hero to not be attracted to magnets, spawn broods, spell disable, paralyzed, mana drain, allied foes, etc.
Spawn related spells
>> Turns nearby enemy or allied spawns into mana.
>> Turns nearby enemy spawns into a certain minion units (e.g. gremlings, maybe for summoner spell?)
Other spells
>> Gain control over an enemy hero for a short time
Some spells that I thought of for a different type of goon before you made yours was for a War of the Worlds style walker
l2 - Laser beam - an observer spawns on the goon to aim at foes, interceptors fly from the goon toward to observer in a stream. Foes that hit the stream of interceptors will be stunned and lose mana with the amount of time stunned and mana lost, depending on how many interceptors hit them.
l3 - Pulse Cannon - interceptors scatter in all directions from the center of the goon. After a second or so, the interceptors explode and turn into scouts that fire once or twice.
l4 - Invasion - Summons one carrier called a "Mothership". Building interceptors from the Mothership will summon minion goons underneath it (4-5 goons max) Dragoons would probably need a different name.
alternate l4 - Warp System - Summons a carrier called "Warp Gate". Building interceptors from the Warp Gate will cause your Dragoon to mover underneath it.
I just thought of another spell for Lurker to try to fit the whole earth theme.
Underground - After a few critter deaths to look like digging, extremely close units a brought to a small dirt cell off to the side of the map where they are attacked by some units (zerglings, hydras or a lurker) while they have to kill some rocks of perhaps a building to "dig" themselves out. A cooldown would be needed so it could not be casted as soon as they came back out.
Hero turning into a low hp air unit??
Archer l4 could be replaced with a guardian shot spell or multiple guardians firing.
Or perhaps make Archer's l1 a single shot guardian to maintain the rain of arrows.
Something like changing l1 to guardian would allow for further split upgrades for spawn grinding, rather than putting full ups on air.
None.