Perhaps a relatively balanced situation would be when:
-Archmage has 11 initiative (like Archers)
-Wood Elf Archers have their 50% armor penetration removed (but retain the chance to push the target back one square)
That is, not a complete removal of the enhanced arrow, but only its damage component.
Added 45 minutes ago
For comparison of approaches
Changes from the TE (Test Edition) for the specified tiers:
HUMANS
1. Crossbowmen: armor-piercing arrow range = 4 squares (was 3)
2. Archers: damage 2-7 (was 2-8), in previous versions it was 2-6
MAGIC
3. Rakshasa: given an enhanced arrow (35% armor penetration)
ELVES
4. Death Dancers: no changes
5. Archmages: a lot of messy stat changes
6. Wood Elf Archers: a lot of messy stat changes
GNOMES
7. Mountain Guards: no changes
8. Berserkers: a lot of messy stat changes
9. Warlords: fire immunity replaced with 50% fire resistance
10. Arcata Dragons: liquid fire damage 30 (was 10)
DEMONS
11. Fire Demons: no changes
12. Succubi: health 34 (was 30), Temptresses: health 27 (was 32)
13. Hellhounds: aura damage 7 (was 10)
UNDEAD
14. Bone Archers: no changes
15. All Vampires: growth 4 (was 5), 75% vampirism (was 50%), Vampire Princes: significantly reduced chance of stunning (by how much - not specified)
DARK
16. Hunters, Night Queens: a lot of messy stat and ability changes
17. Swift Riders: 75% chance to retaliate (was 25%)
18. Shadow Lords: shooting without penalty instead of whip attack, 16 mana, no scatter and beam
19. Red Dragons: no changes
ORCS
20. Nomadic Centaurs: a lot of messy stat changes
21. Orcish Warriors: health 14 (was 12), Warmongers: health 18 (was 20)
22. Sky Daughters: mana 16 (was 12)
NEUTRALS
23. Wolves: increased rating (Power), by how much - not specified
Changes from the RoA (Russian Official Edition) for the specified tiers:
HUMANS
1. Crossbowmen: armor-piercing arrow range = 4 squares (was 3), damage 2-7 (was 3-8), initiative 9 (was 8), health 12 (was 10)
2. Archers: damage 2-6 (was 2-8)
MAGIC
3. Rakshasa: initiative 10 (was 8), defense 27 (was 20)
ELVES
4. Death Dancers: health 14 (was 12), defense 8 (was 3)
5. Archmages: a lot of messy stat changes
6. Wood Elf Archers: 33% armor penetration (was 50%)
GNOMES
7. Mountain Guards: damage 2-2 (was 1-2), enhanced defensive position (from +5 to +10)
8. Berserkers: defense 13 (was 7)
9. Warlords: no changes
10. Arcata Dragons: liquid fire damage 15 (was 10)
DEMONS
11. Fire Demons: health 16 (was 13), speed 6 (was 5), explosion is almost not enhanced, but infinite number of times
12. Succubi: damage 9-13 (was 6-13), attack 9 (was 6), defense 7 (was 6), speed 5 (was 4); Temptresses: 25% reduced temptation (technically applicable only for RoA)
13. Nightmares: defense 21 (was 18)
UNDEAD
14. Bone Archers: damage 2-2 (was 1-2), health 6 (was 5)
15. Higher Vampires: speed 8 (was 7), initiative 12 (was 11), attack and defense 11 (were 9), Vampire Princes: stunning factor reduced from 3 to 1.5 (it is stated that the chance is reduced by half, but this is not the case)
DARK
16. Hunters: no changes (because there is no armor penetration)
17. Swift Riders: 75% chance to retaliate (was 25%), +1 damage, +6 defense; tier +5 defense
18. Shadow Lords, Night Queens: 30-35% increased damage for both
19. Red Dragons: no changes
ORCS
20. Nomadic Centaurs: initiative 11 (was 10), defense 4 (was 2)
21. Orcish Warriors: health 14 (was 12), Warmongers: health 18 (was 20)
22. Sky Daughters: initiative 13 (was 12)
NEUTRALS
23. Wolves: no changes, because they are not present