Crossbows
Crossbows are going to have further changes. The confirmed ones are increasing inaccuracy when jumping and increasing inaccuracy when making a sharp turn which involves the feet to reposition.
The remaining problems we want fix are crossbows being too effective at very close range and being able to switch between weapons and getting ready to fire too fast. There are multiple ways we are discussing to handle these issues and they will be taken care of in an immediate patch.
These seem like good changes, looking forward to their implementation.
Cavalry
Cavalry stats have been reduced to lower the dominance of cavalry on the battlefield, but this creates the issue of them being weaker to everything rather than mostly spears, pikes and lances. The main problem is ranged troops being a bit too effective against Cavalry at the moment. We are testing some solutions to remedy this issue in an immediate patch.
I don't really agree that ranged in general are too effective against cav, at least in PvP, as cav can choose when and how to engage. Indeed archers should be considered the natural counter to cavalry for this reason as its the one thing cav need to work around as opposed to having free reign of movement over the battlefield. It's only been a week but I imagine as competitive goes on we'll continue to see cav dominating the scoreboard. As I've said before cavalry as a class needs a lot more reworks, overall it is far too forgiving: stabs are fast and quickly reset, rear-ups on environment are rare, acceleration and top speed is high, enemy and friendly troops including other cav pose little obstacle as cav can just push through them. If these are improved, then sure, a mild buff to horse health might be on the cards.
Throwing weapons probably are too strong against cav however, but this is more due to their nature rather their relationship with cav which I speak about below.
Heavy Infantry
We expect the changes mentioned above to make Heavy Infantry much more relevant, especially against cavalry, and have some other plans to improve their melee ability further.
The biggest improvement that can be made to their melee ability is in the form of improving combat overall: a higher skill ceiling in melee and more precise animations will allow inf a lot more flexibility in how they can force kills on opponents. I really hope the plans don't involve simple damage buffs or more speed tweaks, which can help but don't solve the core issues. The shield damage has helped inf though.
Another much needed buff to inf is in the form of their shields not providing sufficient coverage from either ranged or melee. The shield movement system really hinders infantry in this regard.
Skirmishers
There is some concern about Skirmishers being too strong this patch. We will closely monitor the situation and make adjustments as required.
Skirmishers are inherently going to difficult to balance due to high accuracy they have while moving and their relative speed due to lighter nature. They are very brittle which is good but throwing weapons by their base mechanics have been made very frustrating, easy to use with great rewards. If we take the cav example above, an archer is very vulnerable to cav; they must stand still to be accurate, they are slow moving especially when aiming, they typically have only one shot and if they miss the cav are on them. Whereas a skirmisher can nearly full on sprint, they are still accurate doing so so long as they have readied the throw, and they quickly "reload" while still moving quickly, and can easily block in the middle of this if need be.
My suggestion would be to have a much more punishing movement penalty when aiming a throwing weapon. You probably don't agree as you see them as a natural counter to archers being able to chase them down while throwing, but the result of this is always going to be skirmishers simultaneously frustrating inf and cav more often with the same mechanics.