Hello! First and foremost, it's great to come back here and marvel at what is in store for the future. I've recently joined the AOTR Discord community, and I couldn't be happier to wade my way through its lively, vibrant dynamics. The imminent release of a new faction and the plans for both Mirkwood and Lothlórien have certainly rekindled my interest into your project, and I would like to congratulate anyone in charge of its development for how far the very mod has gone, and for redefining the actual standards pertaining to BFME-modding. I dare say that the bar has been set so high, that AOTR might easily claim a title akin to that of new, standalone games (which it really is, in a sense), and this I will never stop praising. The manner in which details, even the most trivial minutiae, are curated is a wonder to the eye, and it definitely shows what kind of soul lies behind any concept or work of yours. The soul of a perfectionist, and I adore it.
Moving now from greeting and lauding, I seize this precious chance to talk a little bit about Lórien (revamped): let me just say that all the changes I got to read about are sound ones, indeed. The underlying idea of a secluded, defensive, and blessed shrine could not be more fitting; such a founding pillar will do nothing else but endow the faction with an even more unique trait, for the sake of distinction among other factions and accuracy towards the canons that pretty much every feature feeds off. Especially, the central role that's going to be assigned to the main tree-house sounds incredibly promising (alongside its graphical rendition, which I ardently look forward to), as it sort of rewrites the structure of the entire system to resemble what the spirit of the Golden Wood and its dwellers was during the late Third Age. Hats off, again. Yours is most likely to go down in history as the greatest portrayal of Lórien ever attempted in a modification.
Nonetheless, I feel like proposing a couple of concepts/minor improvements to bring to your attention.
1. The smallest thing I suggest be implemented is to change Galadriel's level-7 ability's name in Maiden of Valinor. Not only would it be less generic, but it would also tell more about her youth in the Blessed Realm, at the time of the Two Trees. From her very birth, she was hailed as the strongest Elf-maid of all; I reckon it would be nice, if the ability itself reminded the player of the fact that she's the last living "maiden" in Middle-earth who walked the shires of the Valar, some millennia ago. In this case, she is "The Maiden" of the situation, the sight of whom the enemy cannot resist.
2. The second suggestion concerns spells, as does the third. If there is one thing I'm not yet fully satisfied with, this is the whole spell-book and its holistic performance: while two of the current spells are still to be agreed upon and a new one strikes a favourable chord with me (Waters of Nimrodel), I believe that both the faction's weather spell (cloud-break) and its ultimate, defensive one (Nenya) lack some flavour in them, somehow, and I'm not completely sure about their overall conceptual well-roundedness.
Speaking about the cloud-break, it seems it's not really so dissimilar from what the vanilla used to offer. Maybe, in order to reference the quintessential Valië who presides over all kinds of luminaries, we could turn the present (diurnal) blessing in a nocturnal one, as heavens get darkened by no malicious shadow and the pure radiance of stars is put forth. Such a spin would even bore into the wondrous depiction we witness in the films, at the Fellowship's arrival in a starlit Caras Galadhon. Surely, it would provide an aura of sacredness that a simple sunrise would find it hard to rival with.
In brief words: Blessing of Varda.
3. Here comes the real quirky idea, now. What I take issue with, in regards to the Ring of Adamant (final spell), is that it comes off to me as not enough imaginative and 'clever', when compared to other factions' ultimate spells, which I find very much engaging and a veritable tribute to the lore (trademark). There's a degree of unused potential in the folds and rips of Lórien's elder times (and in the common conscience of its people) that we might make use of for the better; in my view, a desirable win-win scenario would be to have an effective feature that also draws from the deepest sources of a given tradition, be it good or evil. Having in mind Rivendell's summoning of the most enigmatic creature in the story, or Mirkwood's future spells (that luck-bearing ethereal stag has caught my utmost attention!), I have to say that Nenya pales a bit before either of the mentioned cases.
Don't get me wrong, I know what the Ring of Water means for the entirety of the faction, but I guess it's already well explored through the marvellous abilities of its bearer: Galadriel. I've been roaming around forums for quite some time, stressing the importance of Nenya being inextricably tied to the defence of the place where it is kept (ergo: buildings); it is thanks to its particular nature that wear and decay do not sully the Golden Wood and frustrate who lives there, while Elves are presented with the opportunity to give birth to durable art (without having to worry about the passing of time). AOTR has rightly chosen to concentrate upon this special property of the Three Rings (connected with another major theme of Elven-lore: preservation) and give Nenya the most ingenious power possible (with a passive leadership on nearby structures); furthermore, it's all bound to Galadriel's own design, and it makes everything a great deal more enjoyable to play with! However, at the end of the day, the relative final spell is nothing more than a terrain-based feature, though efficacious it might be (as Glade of Mellyrn used to work). It really lacks a distinctive character, in my personal opinion, and that's why I would rather keep Nenya exclusive to the Lady's skills.
Without further ado, my concept would reference the lost lore of the ancient woodland kingdom of Doriath, whose vestiges still live on through the rule of Celeborn (who was a prince at the court of the Silver King) and the magic which Galadriel embalms her realm with, as she was taught by Melian herself and therefore had the privilege to benefit from the tutelage of a powerful Maia. The very story of Lothlórien is profoundly intertwined with that of Doriath, which we may consider as the Golden Wood's counterpart in the more eventful First Age: Melian had conjured a belt or girdle of quasi-impenetrable spells all around the boundaries of her domain, to halt the advance of the spreading shadows of the North (and even the fury and discord brought to Middle-earth by the exiled Noldor); in the meantime, her kinsfolk could dwell content in the serenity of those woods, until ruin and the inevitable plots of fate led to their sad end.
In one of her solitary journeys to bring relief to a wounded Middle-earth, she had stumbled into Elwë, and the two had lost themselves in each other's gaze, as though bound by bewilderment and immersed in an eternal dream. No one knows how long they remained motionless, but it is told that many lightless years had gone by under the stars, before the couple left that fey forest and assumed kingship over the stranded Teleri who had lingered on, thus delaying departure to Aman. A magnificent passage of ancient lore.