We discussed the whole list in the team when you posted it. Most of the things mentioned are covered by what we are working on.
About the other stuff:
Block delay + Stun
I can't talk about the blocking changes in depth yet, but we hope to address “block delay” with it. But to be fair about it, the block delay in Bannerlord is actually shorter than in warband, in many cases. The reason sometimes blocking is delayed is because of our blending from certain hand positions to the actual blocks. This will be changed.
Same for stuns, we are addressing those, especially for shield users, but I can't go into detail as its not finished and properly tested yet.
Chambers
Chambers are unnecessarily hard to do atm and by that not consistent. There was this great tutorial on
youtube, but to be fair this will only work in very sterile 1v1 or against bots. Chambers will require some work from us, but it won't be happening anytime soon.
Enabling Proficiencies
I think there is actually more behind this than just having more depth. I believe why you and others are asking for this is because infantry doesn't win as well as it should in melee scenarios. And we agree it would be good to give them passive buff so they perform better. (same for the other classes with their proficiencies)
We want to do it in a slightly different way though. With skill perks, that will replace or be added onto existing equipment perks. There will give you proffincies in the weapon you pick, sometimes also for certain scenarios (similar to singleplayer perks). This allows us to bundle weapons, like a spear, with a passive buff granting you extra damage against horses. By not giving melee skill perks to archers for example, we can achieve the same effect.
So to no turn melee combat into a large balancing fest of backlog melee class proficiencies.
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(About the "Increased the spear damage window"):
We are making spear thrusts deal damage earlier, to enable infantry that is up close to a horse, to damage it. Also it will make it so that if you do a very late stab on a fast moving horse, with will do damage and not just do an animation bounce, cause it wasnt inside the damage window yet.
But yeah this will also affect cav, but their stab animations are a bit different. They are in the damage window anyway already, on their way down to the infantry.
(About increasing infantry speeds):
Yes, I was worried about it as well. As you may remember one year ago we had a similar test in the combat test, where the increased speed would make people run past each other a lot and swing wildly. But the change we are doing has a different ratio of acceleration and it actually feels quite good, Still we obviously need to test it again and look out for it.