I quite like it. I can understand that some will just find it dull – it's not very granular and units are all very similar. But it's rules are really fast, and the multibased nature of units means you can push around a few hundred toy soldiers very quicky.
It can get very samey rather quickly though, and if you want variety you really need to have your own scenarios. Have a column of formed infantry units attacked from all sides by cheap hordes, have assymetrical deployments, etc. etc.
If you do want to keep the points system, there's nothing really to stop you from just using whatever units across multiple army lists you think represent what you want and paying the relevant points. As P4H says, the rules as they stand feature a handful of magic items, each of which basically either move a stat point or grant a unit one ability that a different type has.
For example, there's a magic item that grants the unit that has it nimble for X points. Nimble is a rule that lets the unit make two 90 degree pivots as it moves. If you want to represent say, many units of mobile light cavalry, just use whichever profile you think fits best in terms of durability, shooting ability and melee ability, and just pay the points for the nimble item for each unit.
The base magic spell is just a shooting attack (and the variant rules just modify that a bit – higher range and lower strength, more dice but doesn't ignore armour, etc.
But it really does depend on how much crunch you like in your rules. I find it evokes the feel of directing large masses of ranked units around and doesn't bog down with a lot modifiers and things to look up. Others will find that really boring.