The enemy will position themselves in a way that makes attacking multiple units inefficient or impossible. I would estimate this as a +40%, or at most, +50% damage increase.
I don't know. Casting invisibility also means automatically losing one turn. I think three turns was fine. Assassins just need to be made stronger. Remove the penalty to ranged attacks, for example. Or give them armor-piercing, like crossbowmen, for close-range attacks.
100% chance to hit without dexterity. But you could give them retaliate; this would allow them to maneuver fearlessly in any way that is most advantageous, without destroying the original concept of a "glass cannon" for this tier of ranged units.
Currently, we essentially have: alternate lizard units with 12 initiative against 11, chance to hit against accuracy.
Although, now that I've recalculated, it's possible that 100% chance to hit will be enough to make it competitive with accuracy, without retaliate or dexterity. It makes sense to try it out so as not to create new abilities or stats.