Not great with the Sylvan ones. In that case, we'd need to reduce their initiative by 1 or something like that, but taking away a major ability isn't cool. The power gain from variability isn't that significant.
But there's no point in cutting the archers; they're already glass cannons.
I don't know about the archers and Sylvan archers—if these alts were excluded entirely (hypothetically), would anyone say that crossbowmen or bow masters are outsiders in need of a significant buff?
There's also no need to cut Flame Strike, nor the Burning Aura—they aren't all that powerful abilities anyway.
Regarding the horses, the aura at 10 deals damage almost stronger than a direct attack. For example, against Emerald Dragons, a direct attack results in about 9 from each horse.
The reduction to 7 is an idea from TE.
Vampire Lords are already not very popular because of the huge "variance," the uncontested attack, and a rarely triggering ability.
Their popularity might be low simply because not everyone has tried them and doesn't know how often the ability triggers.
The grade is completely mediocre and won't stand against superior enemy forces; no uncontested attack makes a difference here, while the alt is capable of holding 2-3 stacks simultaneously if the stun isn't nerfed.
Reduce the duration of invisibility? And what will that achieve?
And why touch the wolves? Are they some kind of impenetrable and frequently encountered unit?
For now, the following changes remain undisputed:
HUMANS
1. Crossbowmen: armor-piercing range = 4 tiles (was 3)
ELVES
4. Death Dancers: 100% PA (was 50%)
DWARVES
7. Mountain Guards: damage 2-2 (was 1-2)
8. Berserkers: health 30 (was 25)
10. Dragons of Arkat: liquid flame damage 20 (was 10)
DEMONS
11. Fire Demons: health 16 (was 13), explosion 3 times stronger
12. Demonesses: damage 9-13 (was 6-13) or Tempters: initiative 8 (was 9)
UNDEAD
14. Bone Archers: damage 2-2 (was 1-2)
DARK ELVES
17. Nimble Riders: 100% opportunistic strike (was 25%), +agility
18. Shadow Mistresses: initiative 11 (was 10)
19. Red Dragons: 200% burning (was 150%)
ORCS
20. Nomad Centaurs: damage 4-6 (was 3-6), initiative 11 (was 10)
21. Orc Warriors: health 14 (was 12)
22. Daughters of the Sky: mana 16 (was 12)
BUILDINGS
24. Dragon Cemetery, Dragon Tomb: 10 mercury each (instead of 20 and 15), Dragon Gravestone: 5 mercury (instead of 10).