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Dwarves are a problematic topic for modding. Simply because few people create full-fledged Dwarf Factions and creatures that would fit into their Vanilla faction or wouldn't just be a rehash of existing ones (for example, Mountain Guards).
The reasons are also quite simple:
Dwarves are a defensive Faction and play from a defensive position (or, yes, with the Energy Rune, they run across the entire map).
Tier 3 is neither logical nor practical. (Is a bear weaker than a horse?) The theme of Cavalry in the game is not fully developed and is almost impossible to implement due to the combat mechanics.
Conclusion: instead of bears, a unit or a defensive-type combat machine would be good. One that can effectively cover the wall or successfully counter certain inconvenient enemies in the early game (*for example, any mech will be good against poison and bees).
Tier 4 is absurd and impractical. You correctly pointed out the illogical nature of their weapons. I would represent them normally with two axes or a large crushing two-handed weapon (hammer/pickaxe/mace... it doesn't matter). And in terms of practicality, it's the same as with the bears. The ability of the Warriors simply destroys any healthy competition in terms of Infantry/wall. And Tier 3 and Tier 4 are not even Tanks/sappers, but rather a kind of DD/vanguard.
Conclusion: a replacement is needed; it is impossible to adequately balance them within the current concept (image).
Tier 6: There are no complaints about the Thanes; these are just ideas for improving the Faction as a whole. Thanes are a good unit, but their building is a pain for many – "a great quest for Kry," usually, you'll unlock Dragons with an upgrade faster than you build regular Thanes.
Idea: By lowering the tier of the Thanes and proportionally reducing their stats, you can, firstly, make them a more accessible and useful mid-tier unit, and secondly, provide an equally interesting Tier 6 unit to replace the previous one.
*Such a reshuffle in the League of Shadows, for example, was very helpful. Witches at Tier 3 are much more appropriate, and giving a formidable, large Minotaur (Tank) at Tier 6 is more practical. The Necromancer needs Tanks more towards the late game (capable of surviving, no matter how, while he casts spells for a million damage; otherwise, again, Tanks, around which his early, fragile units can play).