It has been mentioned that AI players might perform poorly, or even get doomed to lose with the Inquisitor retort, as not every race works with it. Rather than disabling the retort for AI, I think the best solution is to limit the AI to pick specific races, if they have the retort.
Myrror
Every Myrran race is reasonably powerful and at least good enough to fight against Arcanus wizards, so no restriction needed here. A Myrran Inquistor wizard has the entire plane so they will be able to spread and have many cities, on top of that, they will most likely wipe out any neutrals, making sure the other players don't get a chance to have a city of the other myrran races either.
Arcanus
This is where we want to apply the restriction.
Barbarians : Obviously horrible choice as the realm has no late game and berserkers are easy to stop. Early expansion is worthless if you can't use it to take over cities from other races. Verdict : Disable.
Gnoll : Pretty much works the same as Barbarians, while they get a bit more building options, their units are all in the "high power many figures low resistance melee" scheme, and lack versatility. This race is also awful if it cannot get units of other races. Verdict : Disable
Halfling : These guys have close to no capacity of offense whatsoever except in very specific strategies that are easy to counter for a human player. Verdict : Disable.
High Elf : They produce power, have every building and have good units. Verdict : Allow
High Men : A race with a weak start, but strong late game. Risky choice but can pay off very well if Paladins are reached early thanks to the extra gold. The harsh unrest tables mean not having other races is less of a problem. Verdict : Not sure but probably allow.
Klackon : Offers the best synergy with the retort and is a race the AI can use well. Verdict : Allow.
Lizardmen : Massively powerful economy that benefits well from double taxes, acceptable power output, and strong early units. Late game is not that good but turtles can be tough and they're definitely not a bad unit. Lack of research is a concern but this wizard can win the game through sheer early advantage. Verdict : Allow.
Nomad : Has reasonably good units that are highly resistant, but the race has two major weak points, it is completely annihilated by Famine due to no food buildings, and it relies heavily on bow units which are easy to counter. Verdict : not sure, probably allow.
Orc : A generic race that has all buildings so economy has no problems, but all their units have bad resistance and they don't have anything really outstanding. I tried this with Inquisitor once and lost on Normal because I had no outs against Death wizards with my low resistance units. Verdict : Disable?
Due to existing code structure, the best case scenario is if we allow 5 races and disable 4, but disabling is not any harder (allowing more is). If there are no objections, I think the 4 to disable should be Orcs, Halflings, Gnolls and Barbarians.
Myrror
Every Myrran race is reasonably powerful and at least good enough to fight against Arcanus wizards, so no restriction needed here. A Myrran Inquistor wizard has the entire plane so they will be able to spread and have many cities, on top of that, they will most likely wipe out any neutrals, making sure the other players don't get a chance to have a city of the other myrran races either.
Arcanus
This is where we want to apply the restriction.
Barbarians : Obviously horrible choice as the realm has no late game and berserkers are easy to stop. Early expansion is worthless if you can't use it to take over cities from other races. Verdict : Disable.
Gnoll : Pretty much works the same as Barbarians, while they get a bit more building options, their units are all in the "high power many figures low resistance melee" scheme, and lack versatility. This race is also awful if it cannot get units of other races. Verdict : Disable
Halfling : These guys have close to no capacity of offense whatsoever except in very specific strategies that are easy to counter for a human player. Verdict : Disable.
High Elf : They produce power, have every building and have good units. Verdict : Allow
High Men : A race with a weak start, but strong late game. Risky choice but can pay off very well if Paladins are reached early thanks to the extra gold. The harsh unrest tables mean not having other races is less of a problem. Verdict : Not sure but probably allow.
Klackon : Offers the best synergy with the retort and is a race the AI can use well. Verdict : Allow.
Lizardmen : Massively powerful economy that benefits well from double taxes, acceptable power output, and strong early units. Late game is not that good but turtles can be tough and they're definitely not a bad unit. Lack of research is a concern but this wizard can win the game through sheer early advantage. Verdict : Allow.
Nomad : Has reasonably good units that are highly resistant, but the race has two major weak points, it is completely annihilated by Famine due to no food buildings, and it relies heavily on bow units which are easy to counter. Verdict : not sure, probably allow.
Orc : A generic race that has all buildings so economy has no problems, but all their units have bad resistance and they don't have anything really outstanding. I tried this with Inquisitor once and lost on Normal because I had no outs against Death wizards with my low resistance units. Verdict : Disable?
Due to existing code structure, the best case scenario is if we allow 5 races and disable 4, but disabling is not any harder (allowing more is). If there are no objections, I think the 4 to disable should be Orcs, Halflings, Gnolls and Barbarians.