Of course, a 10/20/30% bonus to Attack Bonus (ATB) for Logistics is a skill that primarily enhances rushes, and there's nothing wrong with that (because several skills in Logistics will also enhance rushes – +1 speed, +1 initiative, and Keen Mind for +30% ATB for the hero). The problem is when rushes happen with units reaching the enemy on the first turn and dealing huge damage at the same time – it will be difficult to develop such ultimate rushes as they were in the original (Dwarves have Rune of Energy, but no high damage; the other races don't have that much speed, except for flyers – who also need a good speed boost).
In any case, you'll have to invest fully in Logistics, Speed, and Tactics (which means less will go into damage) – and in the original, you just take a simple Speed Aura from the Combat branch of the Leader skill and reach the enemy with half your army, while pumping up the rest into damage.
Added 55 minutes ago
That's the beauty of initially low speeds (or large map sizes). You can enhance rushes as much as you want, increase attack damage to 10/20/30%, create strong damage boosts for spellcasters (with a direct dependence on magic), add skills and perks that boost not only speed but also initiative, as well as the starting ATB of creatures. Because all of this works well when there are no initial conditions for a rush, and when you have to specifically and fully invest in them, and it usually doesn't involve a massive rush on the very first turn (which means the opponent will have a chance to react, play counter-spells, go into defense, dodge a direct attack by moving, attack the approaching units first, etc.).
Added 33 minutes ago
In this regard, I like the balance of fast/initiative-based and slow units in Heroes 3 (with the exception of Tier 7).
Objectively, some of the strongest units at their tiers are the Serpent Riders (Tier 3), Pegasi (Tier 4), and Efreeti (Tier 6).
Because these units are more effective with skillful management, including in breaking through enemy lines.
But most players consider completely different units to be the most powerful, for example, in Tier 6, it's some unfortunate Nagas.
A great example of a unit that will defeat anyone in a head-on confrontation, but despite all this, Nagas don't even make the top (they are somewhere on the level of a Unicorn or Cavalier, I don't remember).
Precisely because Nagas are relatively slow (low initiative) and you can do anything with them except attack head-on.
Here's an example with Dancers, who use Morale with their initiative of 15 and reach the enemy on the second turn – this is an example of an Efreeti, who will rush to the Naga on the very first turn, what will happen to it – that's right, it will get completely wrecked, the Naga won't even be able to retaliate.