It would be nice if they spawned at all. In 1.8 you get the starter wanderers and thats it. I've been trying to find a wanderer to make into a clan leader(that might have kids) and they're all 45 years old at a minimum.
That's not entirely correct. From my observations with 1.8, the game will always maintain 32 unhired wanderers. This means that there will be 32 at the start of the campaign, when the player has 0 companions, and 1 more will be spawned each time a companion is hired (seems to generally happen around 1 game-day after hiring them but may delay a little if saving and reloading). Presumably, this means that the supply is "unlimited," so long as the player hires and dismisses existing wanderers that they aren't really interested in. That feels a little gamey to me, though, and will obviously cost time and money. Simply having a, "I'm not interested in ever hiring your services" dialogue option that would despawn the character would feel a little better, be more intuitive, and save some money.
I don't mind the idea behind the current wanderer system, but I think the execution could use some tweaks. It's far too easy to end up in a situation where, like the OP complains about, there just aren't many/any companions that the player is interested in. I've previously used the example of a Battanian player that wants a Battanian companion to be a captain for their Battanian archers. In that situation, there's only one option (the Battanian version of "The Ragged"), and no guarantee that he will ever spawn in a given game. There are numerous potential solutions: add some number of hand-crafted companions, certain types of existing wanderers being guaranteed to spawn, changed/improved starting skillset for some existing wanderers, more wanderer "classes" being added, etc...
It may also be nice if the player could talk to an NPC in a tavern, arena, etc...and "put the word out" that they're seeking someone with a certain skillset, which would spawn in a companion of the proper type. There could always be an extra fee tied to such a system if necessary.
(all of that not taking into account the crap troops they have) Anyway, I always questioned why Sturgia's even in the game due to such observations, Nords in Warband were infantry gods (you could, through proper strategy, dominate everyone except for Khergit with only Nord troops using a pure infantry-centric army) and Vargir in Warband had the godly archers + mediocre horse-archers, sturgia has got nothing going for them, their t6 isn't infantry and has crap stats + crap gear, meaning they lose in-game battles, and since they have a low ratio of arch to inf and cav to inf, that basically translates into the Auto-Calc basically destroying them every single time.
Sturgia's troops most definitely aren't crap. Sure, their archers aren't great compared to those of the Battanians...but they're still archers, and are definitely capable of getting kills. Their infantry is only "bad" at tier 4, with the rest actually being really good. And even the tier 4 Spearmen perform fine vs low tiered opponents, with their fast-but-low-damage sword seeming to mostly have issues dealing with more heavily armored enemies (though I would still like to see the unit get some improvement, since it often feels like somewhat of a downgrade from the excellent and cost-effective tier 3 Sturgian Soldier).
The various flavors of round shields used by Sturgian infantry are also extremely effective against enemy missile fire. It seems like very few shots will hit their legs, even if they
look somewhat exposed, and the shields have some of the best "hit points" available.
From my experience with 1.8, Sturgia is oftentimes pretty dominant in the early war with Vlandia, especially if the player joins in and actually fights in the field battles. I joined the Vlandians as a vassal on day 33 of my current campaign, and the Sturgians were absolutely swimming in Heavy Axemen and Heavy Spearmen. Up to that point, they had been stomping all over the Vlandians in field battles, and had taken Caleus Castle from them as well. In fact, I think the only reason that we eventually managed to win that war (returning everyone to their original territory and receiving 470 denars/day tribute) was that we narrowly caught Raganvad's party on its own while he was raiding a village. If he had been together with the nearby Sturgian army, instead of having to fight us piecemeal, I think our army would have been swept aside pretty easily.
Sturgia's main problem still seems to come from fighting multi-front wars (perhaps exacerbated by financial problems). In my current game, the Khuzait declared on them near the end of our Vlandian-Sturgian conflict, but only managed to take a single castle, which was later reclaimed by the Sturgians. But when a second front opens up while they're already "bogged down," it seems like they eventually get picked apart. That's true for any faction really, but I think Sturgia's east-to-west size and frequent snow cover makes things a bit worse for them than for most other factions.