Result: the archer has to AIM WELL from near and from a distance he has to rely partly on luck, as well as on aiming.
So not only you want to revamp all the hitbox system but also the aiming AI for archers, and also rely on it to work properly.
If something is not done, their options are very limited, so a suggestion would be to "make the shield heavier and bulky for every darso or arrow that sticks to it"
And you want to overhaul the movement system to take into account ouch-rain stuck into targets.
the three (archer and the two warriors) will have to aim well in the weak points because the spam of the attacks will end up making him hit the armor and not the covered puntis.
So the AI needs a much more sophisticated approach for attacking to take into account hitting the less armored parts of their opponents, while in the middle of a jiggly moshpit when two lines of infantry collide.
I deal with blunt damage in the thread and generally help against those with such heavy armor by giving you the chance to be less accurate in hitting them, although hitting them accurately also helps.
So your entire rework is just "be more accurate to deal damage, be less accurate and deal less damage". This works, in theory, fine for the player in combat with less soldiers. But are you aware that the AI can't land stabbing attacks to save their own lives, and in the front lines attacks can be interrupted by hitting other troops? You really want them to be, or believe they can be, more accurate in a 300 vs 300 fight that currently is just a mess? Except for blunt of course, that you propose to be strong regardless of aiming at strong points, which means stones would still be as strong as they are now and maces will dominate since the AI can't aim properly
If they suck at being accurate, which is very likely to happen given the jiggly moshpits that infantry fights are, or with cavalry knocking everyone around, or archers that prefer to aim at cavalry circling around them instead of a mass of infantry approaching, all you're doing is reducing the damage everyone will do, except for the lucky few hits that end up hitting a good target.
Essentially all you did was reduce damage dealt by everyone in a very convoluted way that the AI will rarely, if ever, benefit from, because the AI simply doesn't have the same skill level a player does. And if you also want to overhaul the combat AI so that they learn to aim better and make the system work as you intend it to, there's a ton of other things you'll need to fix too, like the AI deciding to aim at circling cavalry, or the jiggly moshpits, or commands like advance/fall back working like ass, and shields soaking way too many hits, etc.
Look, don't get me wrong, like everyone else I want a smarter AI, and it would be really cool to have different skill level of AIs depending on troop tier, and stuff working properly as they should in general. But at this stage of development I doubt they can (or care) to fix any of these things or start implementing new, bigger, more complex systems, given that they've already scrapped lots of much simpler systems that were going to be in the game.
All they have to do is make armor prevent more damage, that's it. They aren't going to re-do all the AIs to work better in a more complex hitbox system, which yes, it'd be fancy and cool and whatever, but would require changing and fixing lots of stuff about combat that they haven't even bothered going at yet. It simply isn't realistic, TW can barely keep a 3 month update going without introducing more bugs and fixing important things, and you want them to implement this huge overhaul? Are we looking at the development of the same game?