Tests were conducted not only against dragons; any high-level creatures against crossbowmen turned into mush because crossbowmen shoot completely ignoring defense, and now they do it across half the battlefield. Tier 6-7 units survive only due to a large amount of armor and increased health, which compensates for their modest weekly growth. Now imagine that 6-7 creatures, say, blood-eyed cyclops (3-4 weekly growth), are killed by a hundred crossbowmen with a single shot, and with a large margin of excess damage. This means that if a creature has a speed of less than 7-8 tiles, it is doomed... But with low-level creatures, the picture is different; they survive mainly due to their quantity in a stack, health, and a little armor, so crossbowmen will not be such a "deadly option" against them, even with increased damage.
Half the battlefield is 6 tiles, not 4. Why is a speed of 7-8 needed there if, with normal terrain, even with a speed of 3, you can block bare crossbowmen, bypassing armor penetration.
The example with cyclops is strange: 100 old crossbowmen deal damage in the area of 500 + 300-400 at a time, and 1 cyclops has about 250 hit points + blood (if it is not a neutral creature).
I can't disagree with this; there are too many assumptions - that's a fact. So far, I haven't found a compromise in this situation, but I am constantly working on improving the balance and testing new "ability-characteristic" combinations. As I said, crossbowmen are a very situational unit, and they gain a significant advantage with the right approach. Correcting the crossbowmen is not yet the final version; I understood that they would still need to be reworked, but for now, they need to be "tested" to fully understand all their strengths and weaknesses, and I hope that those who use my mods will help me with this in order to further bring them to a new, balanced level.