Affecting isn't the same as interlinking, and once you've got something stabilised it's easier to tweak the output up or down than rebuilding the entire system. The economy impacts a lot more than caravans, and things outside of the economy impact on caravans too. You pare it down precisely so you can track the ripple effects; If I wait until the game is system complete and then find the player has too much money I'd need to first test every possible source of income for the player to determine where the problem might be (usually by playing around with each in turn), apply what I think will fix it and hope the change doesn't cause issues elsewhere (or indeed, issues elsewhere don't then counter the fix). Conversely if I drill down on something like caravans I can tweak that until I'm happy, future systems (or systems which end up connected) can then be built around the stable system to take into account any knock on effects, at least in theory.
Generally I'm finding the stun is long enough to get a quick thrust in, and two or three of those tends to put an end to it. Plus you can always kick them to death (or even better, over the nearest wall if playing siege. Yelling 'This is Calradia!' while doing so is entirely optional). Also as the kick doesn't leave you locked quite as long as Warband's did it's possible to kick and move around the side which lets you abuse the directional blocking somewhat (given they'll normally block towards the side you're trying to move around, a swing or overhead usually catches them out; with a relatively quick one hander I've even managed to hit them behind the shield via that method).
Given the number of arrows in the air, I'm pretty sure that advice would hold even if they removed cavalry entirely
Yes, the force exerted is a function of mass and acceleration. That's the problem though - the reason you thrust with the spear, or indeed swing a fist, is to increase acceleration. At a walking pace - which I'd define as slow enough to come to a dead stop without needing to slow down - the force generated is likely to be considerably less than the 1kgf minimum required (momentum would be close to zero). If I were to start running rather than walking it's much more likely I'll penetrate with the spear.
That depends. Breaking the skin with a knife (and functionally a spear is simply a knife on a stick) requires between 10 and 20 newtons to be applied, or roughly 1 - 2 kgf against the tip of the spear. If you're simply standing there, the only force you're exerting is against gravity (perpendicular to the spear). So all things being equal, the end result is you being pushed backwards at around the same speed I'm moving. In order to actually break the skin I require that 1 Kgf is generated somehow, either by you pushing against the spear or else accelerating the spear to generate the force against you thanks to inertia (theoretically I could also increase the mass of the spear, but that's somewhat unlikely).
It's not me you'd need to worry about, it's Isaac Newton. Though I'm sure NASA would probably also be entertained by you explaining how we've had the basic laws of motion wrong all this time
Not really. There's some significant scatter on the arrow over range even if you max out your bow skill, and the AI archers don't have maximum skill. The problem is the AI has a tendency to bunch up, particularly when it's decided to attack a target and even if ordered into a loose formation. Once the AI adopts it's favoured rugby scrum formation accuracy tends to be irrelevant - you can shoot without letting the crosshairs close and still be guaranteed to hit *something*.
Only partially fixes it. The old M&B trick still works (to great success in captain mode) as the AI will nearly always turn towards the closest threat. Stand a little forward and to the side of your archer line and the AI will obediently open itself up for enfilade as it decides to pursue you. It becomes a huge issue as soon as you introduce cavalry since it'll cheerfully turn to face the horseman running along behind it even while under sustained fire from the front, allowing even shielded infantry to be reduced to pincushions in short order.
What precisely are you expecting at point blank range? The problem there is 'engaging one of them'. You'll notice a similar problem even with melee infantry in that when you engage one of them their friends have this annoying habit of stabbing you in the back of the head
I believe some of that is related to focus point spending though.
The problem with the cap goes back to what I was saying about the relative value of the attributes. Vigour, Control and to an extent Endurance are somewhat hampered by the fact that they contain multiple skills you wouldn't ordinarily expect on the one character while Social and Intelligence contain skills you do generally want on the same character. This causes a problem since combat skills in particular tend to be quicker to level, so at some point if you're playing a horse archer for example you end up needing to spend time as a crossbow wielding infantryman to raise the otherwise useless athletics and crossbow skills enough to let you raise the cap on riding and archery. Play a trader on the other hand and since all three of their important skills come under Social and tend to be a little slower to raise you don't really hit the same problem until much later, if at all.
I suspect they'd be better inverted, i.e. rather than applying a penalty to skill growth once it passes the attribute boundary instead provide a bonus to skill gain up to that boundary. It'd retain it's incentive to specialise without overly punishing players for focusing on the 'wrong' skills at the wrong time.