Grenades could not have been used effectively against charging cavalry. Yet in this mod, they are insta-win buttons. I repeatedly threw grenades at the feet of oncoming cavalry, and nailed infantry even at quite far distances, getting kill-shots most of the time.
First of all, they are far too quickly, and easily thrown. These were not weapons you could just whip out from your magic pocket and throw. The process of fiddling with and lighting the match ensured that the process of throwing one of these was time consuming. I suggest drastically, drastically reducing weapon speed - to say, 10 or 20. This would leave the thrower exposed to some extent at medium-short range, and make it less practical to be thrown at point-blank.
Next, they do far too much damage, with too wide a radius. I was picking off targets, getting "killing shots" 3 out of 4 times - and from rather long distances, too. These things should need to be thrown en masse to have effect. They shouldn't be an individual's weapon for the purpose of picking off other individuals - that is a role for which they were historically, and should be in this mod, wholly unsuited.
But just imagine this: a battle between regiments, or a packed group of infantry fighting another packed group of infantry. One side decides to all throw their grenades at once. With grenades as they are, that is one massive mortar bombardment which will obliterate everyone on the opposing team in a matter of seconds.
To counter this, I believe that grenades should have a damage radius no larger than the width of two or three players (meaning, 4-6 players' width in diameter), and a direct hit should take out no more than half one's health. This would ensure that they need to be thrown in mass to have effect, but would also ensure that if they are thrown in mass, they would not be over powered, and would still require some skill on the part of the throwers.
Lastly, very small smoke effects, please. These were not giant mortars of death, as the current effect (both graphical, and in terms of damage and radius) suggest.