<Snipped quote by BBeast>
Haven't read the draft OP yet, but I'd like to raise that some gods will play cautiously with their Might simply because they don't know when they next need it, even if they're active, in which case we shouldn't punish them for actively choosing to stay quiet. Also, losing excess Might at the end of the turn is also incentive to try and level up with your spare Might if you have it, and it's enough.
I think the Might cap / Might expiry should be merged into a simplecap = 2 x Might per turn
rule. That way you can still save a little, if you feel like playing that way.
I also would still like to keep the level-up-available-if-Might-is-spent rule, amended somehow, maybe so that Might spent on levelling doesn't count.
You raise a good point. It's hard to know when to save for a rainy day and when to spend all your Might. With the cap on expenditure on single items, saving up for super-weapons is no longer a concern.
I propose that the Might cap should either be 1.5 * Might per Turn, to encourage people to spend at least some Might during each Turn; or 2 * (Level+3), which is the Might per Turn ignoring Holy Sites (so Holy Sites can boost your generation, but not beyond the capacity allowed by your Level).
Also, for levelling up, how about you can Level Up only if you have spent at least 1 MP on something else since your last Level Up (including at the start of the game).