Wow, I agree.
Hmm, I don't. While I do agree that having a horde of non-channeler research dudes telling my channeler how to cast spells doesn't make much sense and that the normal magic research methods are a little dry, I don't think MrDelightful's idea is a good way of improving on it.
Why? Because it fundamentally favors the people who go out and bash heads. One thing common to many fantasy worlds, particularly those with magic, is the existence of small, relatively isolationist kingdoms or nations that command tremendous magical powers; enough to deter pretty much any potential aggressor no matter how large their empire. I like that, I think it's a lot of fun. Sadly, this is also something missing from most, if not all, fantasy TBS games. The reason is because in pretty much all TBS games (and most RTS, too), size does matter. The last thing we need is yet another incentive to go out and bash in everyone's heads. I want to be able to play as a small, magically-focused kingdom that isn't constantly trying to expand its borders and march to war.
On the other hand, if there are other ways of increasing your magical power besides constantly waging war, fighting roaming monsters and expanding your territory, then I'd be much more amenable to the idea. But even still, I like the notion of magical power and the number of spells you know being independent. I think I'd much rather magical 'research' coming only, or almost only, from channelers. Perhaps you could speed things up a little bit with buildings and such, as well as from events (finding a magical tomb, learning something from some old hermit or magical being, etc). Do away with magical academies and all that! Focus magic development around the channelers, not buildings!
And I'm also a little worried about shards. As it stands, shards are not very common and the only way to gain access to them is to build a settlement adjacent (or very close) to them. The first problem with this is that it provides a huge advantage to larger kingdoms, which are likely to contain more shards within their territory. If shards generate mana, then large kingdoms get a huge advantage in the mana department (unless you do something like scale mana cost with kingdom size, but that isn't very believable except for spells that affect your whole kingdom). If shards are base requirements for casting spells, then larger kingdoms will have a larger array of spells to choose from - this might even be worse than having more mana to use. It could easily result in locking people out from being able to use any of the more powerful spells, and we're not just talking world-wrecking stuff here - this is especially true in smaller maps. And considering you can only access a shard via an adjacent settlement, I predict weird disjointed nations cropping up for the sake of controlling shards - it also makes stealing a shard from an opponent require a siege, allowing easy defense of all your shards.
Furthermore, in very large maps shards will begin to lose their value if they're just requirements to cast certain spells. On a big enough map, there will come a point when most people have enough of all kinds of shards to render them effectively obsolete, unless they are made much more rare, which has its own problems.
I can't really think of any way of solving these issues, to be honest. The one thing I'd suggest is allowing access to shards (and other resources as well) without having to build a settlement on it. Regular resources should be usable so long as they're connected by road, but maybe shards wouldn't even need a physical connection to your empire. Sending a hero or channeler to a shard, no matter how distant, could be enough to bind it to you. And to give smaller players a shot at controlling more than one or two shards, maybe even implement some sort of mechanism allowing you to defend shards even at a great distance.
I just really don't want Elemental to be yet another game where the amount of territory you control is directly proportional to how likely you are to win. That really gets old fast, and it's usually the aspect of strategy games that gets boring the fastest.