For Drogon, he has too many powers. Also some of them are not clear because of different explanations on card or the post. I think he could become an interesting unit. I would go for a red color and drop counterstrike, which really doesn't work well with only 2 defense. Right now his biggest weakness is probably that high attack ranged squads could kill him in 1 turn. Yes, Drogon could fly next to them, but any ranged unit not next to him can then shoot him without worrying about counterstrike. Especially since the ranged squads he engaged may have already been killed with his fire breath, although with only 2 attack, that may not happen. As it is now his firebreath is too weak to bother needing a commons only requirement. Also should probably clarify wether or not the fire breathing can hit him because thats possible depending on the cone shape and being a double-spaced figure.
His Fire from Above should probably look more like the Wolves of Badru's Pounce with a higher attack value (but changing it to Drogon can't move before using it per your post) and maybe not destroying him if it fails (if it doesn't destroy Drogon if it fails, then the raise to the attack value should be small if any).
***Whether or not he ends up on the target's space is not clarified but is very important because it puts him in front of a
Greenscales screen which could be bad or it could help advance the army. If it doesn't, then it allows him to sit behind and keep using it until it fails (assuming he doesn't die for failing it) which is pretty safe.
Overall a cool design dynamic might be making it so he can't use it if he is next to an enemy figure, giving your opponent the choice of trying to rush him before he starts using fire from above, at the risk of getting clobbered by Greenscales if you don't kill Drogon(who would get a bonus for being within 2 spaces of him) or letting him jump out at the cost of losing a figure but then getting to attack him in front. This would probably require giving him some sort of probably small range defense bonus (some type of special dragon scales?)
Generally need to be careful with automatic destroy powers (although restricting it to a 15+ was pretty good, maybe a little too easy of a roll but close). If you really want to keep it auto-destroy, it would be better to have a lower number for squad figures, and maybe a slightly higher number for hero figures.
The same goes for the Iron Fist on the Paladins. I know you said it was a joke power, so probably either
1. Get rid of it
2. Make it a +1 to attack (an adjacent enemy)
3. Make it an automatic wound instead (and potentially lower the number a little)
The human synergy needs to be toned down a lot. Attack+1 to all of your human figures at unlimited range breaks with a variety of human squads (especially 4-man ones such as 10th regiment, 4th Mass, Knights of Weston, etc.)
The Luna Wolves Space Marines: Rapid fire is already a power, Wait then Fire on a variety of Units such as
4th Mass. The tormented power is cool but it would be better if it applied to any unit with a less likely chance that was boosted slightly by the target being human. Or just less likely in general.
For elegant simplicity you could combine the powers and say if you don't move you get +1 attack, except against humans.