>>1876Ask, and ye shall recieve.
First thing to realize about atlantis is that it's not a chaff nation like R'lyeh, but an ogre nation like Ur. That means you stand halfway between, say, Ulm and Hinnom : bit better troops than the average, but fewer in numbers.
Look at the Deep Ones units : they have an extra bite attack, and basalt spears are magic weapons. You should mostly recruit Shamblers/Warriors of the Deep. They do have one obvious weakness : little protection. That's why you have easy and high access to earth magic : use it.
Use Reef Swellers (available on every coast province) or Deep One Spearmen as chaff if the enemy brings out bows.
Their sacreds are useless as far as I know, so if you take a bless, do it for the Kings. They have 8 prec, so air would be nice, and may be useful in making Amulets of the Fish (A/W) later.
Now, for your leaders : you have a scout, ok troop-ferriers and every level of priest available, which is nice, but recruit indies where you can. YOu complained about a lack of generals : look at the Queens of the Deep : they may be cap-only and StR, but they have a leadership of 160. It doesn't get any better. Coral commanders are "decent" otherwise.
Now, the mages : the Kings will be few and far between, so nice as they are, you'll have to rely on the Mages of the Deep for the heavy lifting : buffing, battle evocs and forging, which they do spendidly considering their diversity. Your evocations should focus on either on the high water, or the much better acid/magma lines (magma eruptions from an E4 King with earth boots and summon earth power will wreck entire bolbs every turn).
You have one superb and inexpensive defensive summon : the Monster Fish. It can't leave the water (without GoR and an amulet, anyway…) but have very good fear, and an attack designed to take out the worst SCs, if you can single them out. Very useful.
When it comes to expanding your diversity : A/W is good, S2 on your pretender will get your a starshine skullcap, thus granting you much better astral access for your communions of S-random mages.
You should start by spending your W gems to Voice of Tiamat EVERY water province you own, and sitesearch said provinces for astral and with a level 1 priest sites (the Ancient Temples of the Deep are very good). Then leverage the gems to go thugs and battle magic.
Also, a word on scales : I believe it's obvious you should play them with heavy order/growth, and can go heavy on the sloth. Oh, and temperature underwater doesn't shift by more than one scale, so feel free to dump this scale too. You have a few big mages, so drain isn't as bad for you as for, say, LA Ulm. It also helps with the low MR of the Deep Ones. Do what you wish with luck, but it's always good.