You should at least read my comments on this. Cerberuses and Hell Hounds were buffed not because they are unpopular, but because they are too fragile, even excessively so, so the HP value was slightly increased. I remember you suggested increasing the weekly growth rate for this purpose, but that would also increase the unit's damage output...
The fragility of Cerberuses is their defining characteristic; why would you want to remove a unit's defining characteristics in favor of making it more average?
If your goal is to strengthen units that are too weak for their tier, you've overlooked many other units. Cerberuses are not at the top, but they are not outsiders either. They are excellent at breaking through defenses (a key unit).
I've told you a thousand times that we have ABSOLUTELY DIFFERENT VIEWS ON BALANCE, but while I've tried to understand your views, you simply ignore mine and stubbornly push your own agenda.
You can ignore the overpowered nature of the "Targeted Shot" ability and increase its range to almost the maximum, but then you worry about the melee attack of the archer, even adding a penalty in melee combat... I, in turn, cannot accept such changes because I consider them unacceptable, but I will not impose my opinion on you. You are free to do whatever you want in your mod, and I will not interfere with my "advice" because you have a completely different concept of balance, and my options would look rather strange in your mod. But you are trying to impose your opinion where it doesn't belong.
By the way, I didn't force the range of 6 either; I just suggested it as one of the options. You ignored many other options (nerfing the damage of archers).
Personally, I like the option from TE the most: range 4 for the Arabs, damage 2-6 for the archers, and that's it.
By the way, regarding "advice," you can interfere as much as you want, because for a balancer, the opinions of players are a currency without a "plus" or "minus" sign. It's always a plus.
You are used to achieving your goal by following an easy, well-trodden path, and I have nothing against it, but I have chosen a different path.
Do you know why players generally don't like mods? Because they are mostly made by irresponsible people (regarding their mods). A professional developer gets paid for this (is responsible for the result), but modders are free artists; today they will create something in one game, and tomorrow most of them will be working on other projects. Therefore, such works are mostly forgotten.
If you want to create a long-lasting mod, not just one to play with for a day or two, then you need to understand that in addition to creativity, there is also support (the main part of the work). And you won't be able to support such a large number of changes "without fanaticism." I've seen many such examples. But it's relatively easy to support a small mod with changes that directly address your stated goal.
Damn, it sounds like I'm trying to convince you again, but in reality, it's just generalized experience from the "Ministry of Health warns" series :D
If the "Targeted Shot" ability in the original game has a range of 3 cells, then I can still agree, but not 6...
Don't confuse it with armor-piercing. In short, we were comparing two great abilities, "Targeted Shot" and "Enhanced Shot," not the weak "Armor-Piercing." You replaced the archers' "Targeted Shot" with "Enhanced Shot," and then you also increased the damage by 20%, thereby buffing an already overpowered unit.
1) Replace the "Blind" spell with "Punishing Strike" at the advanced level.
Option 2 is no less peculiar than "Blind."
Option 3 is ideal (because the proposed changes to the shamans do not meet the stated goal).
In TE, the "Daughters of the Sky" had their starting mana increased from 12 to 16, and the ability to cast "Chain Lightning" on the first turn is a great and logical buff to a rarely used upgrade, within the original balance.
In RTA, the "Daughters of the Sky" had their damage increased from 6-9 to 8-10 for some reason, and they were given the spells "Evasion," "Teleport," and "Cold" at the developed level (for blood levels 1/2/3). This practice (important spells for blood levels) deviates from the original, but it is a very creative approach. But increasing their damage is not appropriate.