In my opinion/experience with dwiggs so far:
I don't think air elementals need to be strengthened, they are good enough as is. Blurred makes a lot of sense thematically, but that should come with an increase in maybe 20 cps in summoning cost. The air sphere is very strong in dwiggs, violent storm with level 3 towers makes attack on the surface difficult in many cases, and with long games people tend to research many spells, including haste domain, which also has a comparatively greater effect in dwiggs imo (many slow low level units in the game).
The great spider does have a low defense, but good offensive abilities and the spawn spider ability. Compare it with, say, the shire adventurer - one of those will die just as easily - I think the great spider is fine with the current stats. Dark elves eventually have the ability to build their level 4, which will add +2 def and +2 att to any unit in its stack - I'm concerned strengthening the spider would just make it too strong.
(Don't have the editor open - but if the giant spider does NOT have night vision and cave crawling at present, that should definitely be added IMO; but I don't see a need to increase basic fighting stats).
The archon crusader, which Merkraad nerfed in the GS 1.4 Dwiggs patch should probably stay at the same lower stats he gave them, they are still awesome in combat.
"It is better to discuss a subject without deciding on it, than to decide on a subject without discussing it" - Herbert Spencer.[This message has been edited by Gandalf_DK (edited 09-26-2007 @ 09:05 AM).]