Further observations and suggestions:
All the opinions below are based on the video, do not take them for fact, these are simply my impressions, as posted my previous comment in this thread:
1) The map itself surprised me with how much it offers in variety of close combat and it initially looks very good but it suffers from one thing, all 3 points showcased (if they are static, that is) offer too much space to cavalry and archers. Even B, which is located inside a building has enough space for a cavalry to charge and maneuver while archers can freely hit if a team gets even slightly cornered. While this is not a big issue for shields, it renders 2 handers obsolete, once again, in competitive play as it was in Warband. 1 of the 3 points SHOULD have more obstacles in the form of boxes to make the life of cavalry harder and provide cover. The point that is open and has a well for example is good, a cavalry should feel comfortable since its open space but at the same time infantry/archers can seek cover in around the well or at the boxes behind. Point A is open, mixed feelings on it but I still see the problem that would pose to 2 handers. In this map, ambush would work best as a 2 hand warrior in B point or 'jungle' around the village alleys. Not sure how viable would that be.
2) Backpedal seems to not have any drawback. You can see this specifically at the point A where the battanian warrior fights 2 shield/spear aserai warriors.
3) Voice grunts feel too clean, they should have some form of distance distortion, and I would go further by adding random voice lines, in the same way Perisno mod does it in single player. This would give the feel of combat happening, spamming would not be an issue and it should add a lot of immersion to it. Currently the feel is too 'video gamey' regarding sound in my opinion. It feels like playing old quake, which is not a bad thing, but its good to make progress on that by extra realism on sound tech and frequency.
4) Flesh hit hitmark from arrows should have a more 'flesh' sound, as opposed to the current 'wood' hitting sound. This belongs to the visual/sound feedback and should add a lot to the 'satisfaction' level you get by hitting someone.
5) In 8:06 a horseman will charge the battanian 2 hand warrior in B flag. It is very clear that his spear does not hit the battanian, yet he dies. After that, in the same fight, the same horse with minimal push inertia knocks down a warrior and his team finishes him off. Horses were arguably the easiest class in Warband, due to the CC possible if you knew what to do and the speed damage. It is very unfortunate to see this here aswell, because it's not fair or fun, it's plain bull.
6) In 9:45, the 2 hander we see will move forward to a shielded aserai and his friend, a two hander who will move the left. The battanian warrior will swing his sword and kill the aserai 2 hander. The problem here is that it feels like the swing arc is huge. The aserai 2 hander is literally at his full left side, yet there is a hitmark. The death happens towards the end of the animation aswell. Damage drop on swing arc falloff dropped?
7) Shield-up speed movement penalty looks good.
8 ) The combat problem from what I realise by watching the video again and again is not the speed, as the animations after a swing are good, but its the feedback. The animations need to be more sporty when it comes to movement and more 'savage' regarding combat animations. The speed is good, slower than warband and allows tactics to take place other than left swing spam to surpass someone by, pretty much, breaking his patience. But the feedback is the problem currently, not the speed itself.
9) Horses look bloody good in their visuals and animations
10) Archers need a much slower weapon changing animation. The speed of the game has been toned down and it was needed to be honest, but archers seem to have everything at the moment. No penalty when someone gets too close since you can switch weapons extremely fast, shooting looks easier than warband, damage is big. They should put the bow away first and then draw the weapon. This is a very basic and normal penalty for a ranged class, not sure why this is not in the game already.