Available at Start
Refit Golem: If the golem is at 10% or less health, heal to 100%, using 10 alchemist gems. If at 11% or higher, bring up a chat menu like the one there is now, but without the options to change armour or weaponry. This will not cost any gems. If change a socketed gem or change a rune is selected, bring the player back to the chat menu when the player is done. If the golem is dead, resurrect for 15 gems using the same time it takes as before. Costs 50 mana, 50-turn cooldown.
Recall Golem: This is Invoke Golem without the attack power boost.
Golem Power: No code change, but change the description to state that it gains a point in Combat Accuracy and Weapon Mastery for every point spent.
Available at Level 4
Heal Golem: See linked idea. Instead of min of 20%, maybe 15% if Heal Golem is available at this level. Formula would be something like "Minimum of 15% before crit, ceiling of 33% before crit." Formula would factor in spellpower, level of gems used, and maximum health of the golem... unless a tiered heal approach is better (15, 20, 25, 30, 33%) would be "fairer". 15 mana cost, 15-20 turn cooldown (the cooldown should be somewhere near the mean cooldown for Infusion: Healing, maybe scaled. Costs 2 alchemist gems.
Level 8
Golem Resilience: No change. No change to Golem Portal, either.
I think advanced golemancy is fine more or less as it is.
Maybe Atamathon could have a chance to drop a unique rune which acts like a regen rune for golems(Rune: Repair?), but with achievement-worthy stupid effects should anything other than a golem use it. On golems, it repairs damage sustained, and acts like any old regen infusion. Should be something nice, 300-400 total at minimum. On everything else, "repairs" the seams in metallic armor, permanently suffocating the wearer, but giving +5 armour to compensate