Overall this is looking pretty good, but there are some things that concern me a bit. There are a couple of issues in sieges, in my opinion, namely:
1) Some of the wooden protections built by the attackers are way too close to the castle walls. How could they build them so close under arrow fire from the castle's defenders? I think you should remove this wooden protections and leave the ones near the siege engines, which make more sense, since they are pretty far from the castle. Not only it's unrealistic to have those protections so close, but also they give the attackers a huge advantage they shouldn't have.
2) Archers shooting from the castle don't protect themselves behind the merlons between shots, they just stand there exposed in the gaps that protect only half of their bodies, which kills the whole point of crenelations in a castle and undermines the advantage of defense they should have. It would be amazing if you could program the AI to try to hide behind merlons or whatever protection they have nearby between each arrow fired, making them harder to hit.
This two things would make taking a castle much harder, which it should be. Castles were very expensive and took a lot of work and effort to build, but they were worth it! The advantage they gave made a pretty outnumbered garrison able to defend effectively from much larger forces, and an attack against the walls a pretty risky move. That's why many of the historical sieges revolved around starving the defenders to death by depriving them of resources rather than striking head on, or trying different tactics like sneaking in during the night and then opening the main gates from the inside. That is not to say taking a castle by force should be impossible, but it needs to be harder in my opinion. You should outnumber the defenders heavily, or wait for their morale to lower as days pass without recieveing new supplies, or exploit some weakness in the castle design, etc. I believe all this would make the strategy side of sieges more important and fun.
Also, I've got this gripe with the crosshair: it looks too modern. It even has those diagonal lines that appear when you hit someone, which makes it seem like a modern fps. I'd love you to go back to the classic aiming reticle in Warband. It worked fine and had a better design considering the medieval setting of the game.
Finally, in the raid against that village I found it absolutely ridiculous that they tried to defend themselves. They were around 50 villagers or recruits with pitchforks against almost 500 trained soldiers with cavalry and archers. Those villagers would have actually run like hell when they saw such a strong force attacking their village. Even if some brave ones wanted to fight to death, those would've been a minority and most of them would've tried to flee.
I hope these suggestions are taken into consideration and help improve the game we all love and are looking forward to spend countless hours in.
Cheers!
PS: Also the banners! Every banner of a faction sharing the same colors is absolutely horrible and ridiculous! Make the faction have the colors of the king's banner, but each lord should have his own colors and more varied design. I'd rather have the original Warband banners (which I liked mostly) than this minimalistic approach.