Well it is still a work in progress and they are in the process of overhauling the perk system, but the concept of being very good at something you spend the most time at seems logical and a fun idea of leveling as opposed to warband where you just grinded for a level so you could spend points in something.
I do agree with the latter part, yet you seem to miss that the "attribute per level" system (as opposed to something with reciprocal reinforcement, like tying skills to specific attributes and improving attributes through skill use, rather than arbitrary "level up" point gain) is literally the same as in Warband. And, combined with the skill-xp had-cap through 0.0 modifier once you "max" the progression, means you're effectively demanding min-maxing to reach higher levels, rather than allow players to shape the character "organically" through in-game actions.
This part I don't think is going to change anymore (though perhaps skill gain will not be hard-capped, so it's not "mods will fix it" situation), yet it is exactly what drives issues with character development progression for many builds.
I don't mean that a "generalist" character with focus points everywhere should be a match to a specialist in the selected areas, or even have a meaningful chance of reaching the same level of potential no matter the grind, but you should not be getting into situations where continued use of a specific skill (this is particularly glaring with combat skills that you're likely to "max out" first) does not award ANY progression toward a skill point.
It's exactly the opposite of "learn through use" philosophy of implementation.
This might just be personal preference, but economy is also different as opposed to warband, even if you had a village as a seperate fief it wouldn't be able to sustain even a very small army of 50 men which would mean a complete overhaul of economy.
Why? You'd simply need to set village taxes amount high enough to allow a decent mid-tier small party composition. That's not an "overhaul," that's literally tweaking one variable to make it work. Ditto for castles and towns, so that their owners can have decent defensive and offensive presence. I'd still prefer seeing at least one village tied to both castle/town (and its owner), and a large portion of the income reliant on the village income, just to retain the economic warfare aspect of raiding. That doesn't mean the rest of the villages can't be assigned to another lord, or that the subfeudalization wouldn't provide additional tax income to their overlord. Basically a portion of the village lord's income being passively handed over to their senior. This would also open up the possibility of coding "senior" AI to attempt to revoke village fiefs from lords who fail to meet their tax burden (basically can't keep prosperity high enough and/or prevent raiding), which means even more "emergent gameplay" potential. On top of far more individual lords on the map doing AI lord things.
It also seems weird to me how every village was a seperate fief, because warband and bannerlord are "loosely" based on reality, and villages might have been governed by someone, but that was still under the lord/owner of the city/castle it belonged too ( Clan leader ruling the city and companion managing/protecting the village might be a silver lining ? )
That's not very historical, as it happens. I apologize for not being able to immediately point to the source (I read too much for my memory to handle that well), but I believe in one of Gies' works they mention individual fiefs in middle ages (they worked mostly on records in early-to-mid part of the period, and focus on England and France) being frequently partially owned (specifically, "income" from one field worked by a village going to one lord, another field worked by the same village going to other lord). Petty nobility consisted the majority of "noble class" for most of history to the best of my knowledge. Subfeudalization was standard in Western Europe, to the point of, as example, a tavern or a village workshop having several owners.
As far as i know the clan management isnt complete yet so you cannot give orders to your other parties, they just do whatever they feel like.
I clearly remember Armagan once talking about clans and how you could "assign" your brother to your fief to protect it while you are out doing other things so my guess is that is still coming, and that may be the new "village lord" presence, Clan leaders family/companions being a protector of their city/forts/villages
I also recall talk about building castles, and we all know how that ended up