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The advice is simple: adjust the stats.
You don't have a balance mod; you have a creative project. Therefore, quantitative balance is secondary (you don't need to worry about precise numbers, at least until you gather a large enough fan base). It's more important to present the idea well and demonstrate a quality balance (interesting combinations, fundamentally different specializations). The calculations can be rough; the criterion for success is the desire to try out both upgrade tiers.
For example, take all the archers in this game and think about racial distinctions (e.g., human archers have high damage and low initiative, elven archers have high initiative but low HP and very weak melee combat, etc.). This will make the units more distinctive and memorable. This is what is called a quality balance.
Regarding dancers and archers, you don't necessarily have to make archers weaker (that would be debatable). You can make the creatures roughly equal, but with a lower growth rate for dancers. This way, they are rarer, and ranged attacks become more dominant (archers are a stronger unit). A similar situation exists in the original game with minotaurs and furies.