... In rural areas without streetlights, it gets really BLACK, and fighting becomes all but impossible.
Unless skies are clear and the moon(s)light is strong. Here in North Florida, we regularly have full moons bright enough to read newspaper headlines by (you could read articles too, but your eye doctor wouldn't like you making a habit of it).
Still, even though night battles are possible if uncommon, it might be way to much to ask of the art team to be able to make usable, good-looking night battle art that would only be used once-in-the-right-moon.
I love the idea of battles that span more then one game turn. . . but i'm not sure how feasible it is, or what advantage it brings. (with the exception of sieges) ...
I can't say anything to the feasability question, but NTJedi mentioned assassinations and possible flexibility for spell casting. I think just the idea of starting a battle with a 'do you want to continue' question is interesting. Plus I really hope to see Elemental outgrow GC2's tendency to make all battles complete slaughters for the loser. Historically, that's the exception and not the rule, and in game terms it really undermines the role-playing aspect of being Evil. If the good guys take no prisoners 'by design,' how can you seriously expect to be feared because you take no prisoners?