6. Forest Archers: damage 5-7 (instead of 8-9)
Regarding other debatable points:
2. Archers: damage 2-6 (was 2-8)
On one hand, this cuts the damage of the skill-less "everyone shoot" strat by 20%; on the other hand, in the context of increasing the armor-piercing range to 4 tiles for Crossbowmen, it strengthens an alternative, skill-based strat for targeted sniping of large melee units, which can provide much more profit than Archers.
3. Rakshasa Rajas: initiative 10 (was 8), +agility
This is a debatable issue; I value no-retaliation as +25% survivability (only in melee, doesn't save from archers), and whirlwind as +60% melee damage.
Agility provides a significant increase in survivability up to +50%, but only at the start or with maximum momentum. When using charge, the Rakshasa stays in place and the bonus disappears immediately.
In RTA, a passive bonus of +7 defense is given instead of agility, which is even stronger.
9. Jarls: 100% fire strike (was 120%)
Personally, I don't see the point in giving increased damage to an ability that is already great (hitting any target without retaliation and without penalty, additionally with ignite - fire mark).
On the other hand, this is not such a significant nerf; it's quite possible that Earls won't become more popular. Perhaps this is my subjective opinion and Earls are in demand enough, so can we discard this change?
Currently, Earls have 20% more health but 10% less initiative than Jarls. Damage to the primary target is roughly the same. Then the Earls have a guaranteed chain versus the Jarls' random wave of fire. And the "shoot" chain ability (only) versus the "shoot for 120% damage with ignite" ability. Comparing damage, the chain is spread as 100% to each target, while the Jarls' damage is 240% to one target + ignite.
12. Demonesses: damage 9-13 (was 6-13)
13. Hell Horses: aura damage 7 (was 10)
As an alternative, in RTA they simply added +3 defense to the upgrade, but in my opinion, that's a "dirtier" solution, as changing an ability is perceived more easily than changing stats. Provided that the ability remains relevant, and damage of 7 is very relevant indeed.
15. High Vampires: damage 9-13 (was 7-11), Vampire Lords: stun factor 1 (was 3)
Currently, the alt has: health 40, speed 8, stun; the upgrade has: health 35, speed 7, no-retaliation.
In my opinion, the lack of no-retaliation is fully compensated by stats (health, speed). Stun, however, gives a pure advantage. Hence the 22% damage increase for the upgrade.
16. Trappers, Mistresses of the Night: invisibility 2 rounds (instead of 3)
17. Nimble Riders: 100% tailwind (was 25%), +agility