We are talking about the raw damage of a creature, not its tactical survivability under all possible combat conditions, so the tests were conducted in a similar way with creatures of different levels.
It is clear that in such a theoretical situation, the AI in auto-battle is stupid and will attack, allowing the maneuver to be used; this scenario is relevant in a breakthrough (at the cost of significant losses of the key stack), but there is also a counter-breakthrough (when the Arabs break through with a stack of tier 7 and you just need to come and block, after which the Arabs will kill themselves), as well as a final battle against a smart opponent (if you are playing Multiplayer). Who will not put top-tier units under armor-piercing attacks, and will also block the Arabs instead of attacking when the attack is not profitable, and attack with low-level units, followed by blocking/finishing off with another unit when it is profitable. You can do whatever you want and ignore the Maneuver ability, without which the Arabs are simply nerfed archers (compared to the old ones).
Half the field is a relative term; in any case, it is practically half for archers, because they occupy 1 cell + have a range of 4, which is 5 in total. And how can you bypass armor-piercing? And if you are so concerned about all tactical aspects, then say, what is the new tactic of leaving archers unprotected?
With unprotected Arabs, it is enough to have a speed 1 less than the range of their attack for a safe block. This is done by moving along the adjacent vertical:
==X+
++||+
++||+
++V+
+++A
I wanted to reduce the damage as little as possible, but with the current unit configuration, there was no other way.
In short, the new Arabs are a mixed bag (in my opinion), we are waiting for the next version.