I was going through some old posts regarding Elemental and found a bunch of ideas that didn't seem to make it into the game.  These include:
 
"In Elemental, what we're doing is actually giving each item its own heft  with its own physics.  The trick is to find a way to do this that still  lets it run on lower end hardware so it has to be done smartly. At the  same time, you want the guy with that new Core i7 with the latest nVidia  or ATI card to look at it and go DAMN that's cool.
 
 "The example we have going is a knight that we've equipped with armor, a  sword, a helmet, along with a horse with its own armor.  When they move,  each item moves as if it were real. That is, the armor on the horse  when the horse is running moves like you would expect.  The knight  riding the horse moves on the horse as you'd expect and even the sword  dangling from the side moves as you would expect."
I guess this proved too difficult to implement?
 
"On the map you give your units orders and those orders appear on the  screen and they go and fight it out. You can zoom in and out as much as  you desire on the map to see either the whole epic battle or down to  seeing individual units fighting.
 
 "Our goal is that if you want to see the whole “Battle of 5 armies” type  thing you should see each and every soldier fighting if you want or you  can zoom out and see it more abstracted.
 
 "There will be quite a bit of skill involved in managing the battle in  terms of where you place your forces and how you handle your hero.   However, the AI (which I’ll be writing) will be designed to wage war as  effectively as possible."
The idea of force placement is definitely something I would like to see return!
"One of the concepts we’re playing around with is a leadership ability.  Leadership basically gives a general bonus to your side. The idea there  being that players who don’t want to monkey around with the tactical  battles can focus on having heroes who are also excellent generals (high  leadership) who you can have confidence that they will fight a battle  with maximum capability.
 
 "The AI too will be allowed to invest in leadership skills to help their  generals get better and better.  Early on, leadership won’t mean much."
I still want this.   
 
"In Elemental, one of your abilities will be the governing ability. The  more cities under you control, the more overhead cost there is to run  your ever growing kingdom. At some point, it may become advisable to  turn some cities into vassals. A vassal state is a city (or group of  cities) that is originally founded by the player but has been made  independent by that player. It becomes its own independent faction  controlled by the AI. Initially, as a vassal, it is allied to you. But  being independent, all bets are off of what happens in the future. It  may join up with someone else, combine up with other vassals to form a  new kingdom, or even go on its own to try to become a major faction in  its own right through a path of conquest.
 
 "One could picture a large game where there might be dozens of vassals who form ever changing alliances throughout the game."
 
Can we have this?!?  It would be something that would make city management soooo much more interesting!
 
From the Elemental for Dummies FAQ:  "It'll have custom and dynamic coats of arms, but  it'll be a visual thing  for the Dynasty system instead of something to  give various bonuses.  As families marry and expand, you can imagine the  parts of different  logos being combined in various ways (or so  Stardock's planning atm)."
 
There were the ideas that got me really excited about the game.  Unfortunately, it looks like most of them never made it in.  While the integrated physics might be impossible to implement any longer, I do hope these other facets find their way in at some point!