Nords: I was the first person who proposed adding Valkyries, so totally agree, maybe give them some kind of "valor aura" - it would increase units speed/damage
Sarranids: I like that idea about Djinni, it's really arabic
Vaegirs: Viedmaks should use turning undead and some auto-casting spells, but firstly they should be great swordsmans and very fast runners, also I think second sword(as shield) would fit better than regular shield
Swadians: Agree, as a fan of arturian legends (I recommend reading them
) now I will be able to destroy all the evil in Calradia as the king-knight, Arthur Pendragon with my loyal King's Knights
And when we are talking about kings - It would be good to change all vanilla rulers to new, more... fantasy ones - more powerfull, with unique armor/weapons and more majestic
Also Vaegir Tsardom sounds better than Kingdom of Vaegirs, some things could change, after all it is Phantasy Calradia
Rhodoks: I was thinking about Mountain Giant/ Rock Giant (texture for golem would be needed), first one with fur and randomly, REALLY big weapon like axe, club, the second would use "fists". Both of them would throw giant rocks and have monstrual endurance and resistance to magic.
Khergits: I have no idea, maybe Wind Rider with super-speed, when it comes to Mongolian mythology, there are many better specialists than me
How about all cities would have their own elite unit ? Of course not now, but in future ? E.g.
Nords: Sargoth - Valkyrie, Tihr - Einherjar (heavy infantry, better form of Huscarl, high variety of weapons), Wercheg - Ull Archer (could match with elven archers)
Sarranids: Ahmerrad - Immortal (dual-wielding, high speed, equiped with swords, light infantry), Shariz - Sassanid(Sarranid) Cataphract (heavy cavalry, can match with King's Knight, but it is completely different), Durquba - Djinni
Also I think vanilla factions troop tree should be expanded, there are no variety and when Demons and other super-uber-units will come there will be good to have some diversity of troops e.g. for sarranids: sarranid guard -> sarranid yeniseri (heavy infantry, using diverse one-handed weapons + shield), sarranid archer -> camel archer (I don't know why TaleWorlds do not implemented camels in native, they fit perfectly for Sarranids) -> camel master archer, and faction mages units (when You decide how to recruit mages) e.g. Sarranid Warlock -> fire&air magic, summoning creatures from that elements e.g. sand elemental.
Btw. I can't wait for the new update