1. Did you try the "Casual mode" starting bonus?
2. When in the lobby, check the starting bonuses - Savage mode and Nightmare mode will automatically make human players allied.
3. Now, if you believe that Knights have issues with creeping or are weak, that is another matter that should be fixed in a different way.
4. Can you explain this better? I cannot understand why it is necessary for Might heroes to attack as frequently as Magic heroes cast spells.
1. Yes, the situation doesn't fundamentally change. Instead of 3 heroes per turn, you get 2, and the computer's troops grow exponentially.
2. I understand, thank you. However, point 1 negates the advantage of the team.
3. There's an old tale about how the fox divided the cheese among the bear cubs. In short, almost any buff or nerf to a faction in the game turns out to be excessive in relation to at least one of the opposing factions. The next action buffs the opposing faction, but creates a similar problem with the next one (sometimes not just one), and then the cycle of actions repeats. Is balance even achievable? Is this problem fundamentally solvable?
It seems to me that, in general, it is not solvable with the current approach.
Ultimately, it will all come down to an advanced version of "rock-paper-scissors": Knights beat undead, Undead beat orcs, Orcs beat dwarves, Dwarves beat elves, Elves beat mages, and mages tear knights apart. Then, add 1-2 skills to each faction's ability tree that are effective against the others, so that it makes sense to upgrade these skills if there are many players of one faction on the opposing side. Anti-faction skills can even be highlighted in a separate branch.
4. Mages cast spells frequently and powerfully. Melee heroes had at least one hero with an additional attack (and this was also 1 attack at the beginning of the battle, once). Stun and support skills gave the ability to control the mage's troops. It wasn't perfect, but it was acceptable. In Beta 5, the average turn frequency of melee heroes increased, but the first attack was removed. Tactically, this attack was more useful than the average frequency, as it allowed you to delay the turn of the selected opponent with 100% certainty.
You can get used to the change, but this is not the last change.