Here I go then...
1) I still think having a Resistance stat in addition to Defense would be a good idea. Without one, there is basically no need to bother with Magic units.
2) Not sure whether it's a good idea to have Speed influence avoid. While this is meant to be an online game, I think designing it with the thought of an actual TCG in mind would greatly improve the final product as that way one can concentrate on the important aspects of gameplay, resulting in a better overall product.
3) Is a Skill stat needed? Activation rates could easily be influenced by HP, Power, Defense/Resistance and Speed, while the Skill Cards could take care of who can use which Skills.
4) I definately recommend adding Weapon Levels, as I think quite a bit of depth would be added that way while keeping things simple.
5) You should add Cost (in gold).
6) You should also add a field where characteristics like whether the unit is mounted or armored can be displayed.
Scenario cards should definately be included. Again, they add a lot to the game without making things more complicated.
You should add Hit and Range, as well as Cost.
1) I think every player should have a starting hand of 5 cards or something.
2) I'm against adding EXP cards or EXP in general for that matter. In my opinion, for this kind of game EXP is just completly unnecessary and makes things more complicated for no real reason.
3) Yes on Terrain cards, not sure about Fortification, but leaning towards no. If anything it would be easier to include forged Weapon cards.
As for the playing field, I think Lord Glenn's suggestion would work really well here. I have a different opinion regarding the non generic characters, but it's not something one has to worry about this early in design.
@bold
Could you elaborate a bit here?
Why wouldn't you allow Weapons to add crit? Not something like a 5% Crit, but rather something like Killer Weapons with 30%. You wouldn't even need to add Crit as a stat on the Weapon Card, just note it as a special.