But still... less wind-up for spear thrusts, no?
Could be good in some circumstances, but could also be seen as nerf as well. Depends on what you mean by 'wind up'. Let me explain from the begining:
In the mount and blade series, the so called wind up you see the character perform when you hold down the attack button is in fact just the character transitioning from a relaxed at ease idle position into a guard position, like
vom Tag,
Pflug,
Ochs and etc in medieval German longsword systems. This is a necessary mechanic because there's no other way to tell the character to adopt a certain guard position. And just like in the real world, the guard position that your opponent adopts in the moment helps you read his possible next move.
If you eliminate the guard transition mechanic from gameplay, what you'll then end up with is your character being always in one particular ready to attack pose, like in games like Chivalry or Mordhau where the characters are forever in
vom Tag when holding longswords for example. This would be fine if you only ever want to throw downward cuts. But sometimes you also want to thrust, and when you press the thrust button in Chivalry or Mordhau, the animation that plays will see the character awkwardly transition from
vom Tag to some sort of low Fenestra position first and then thrust the weapon out. This makes the thrusts slow and tedious to execute, which naturally would then make cuts OP in comparison, which doesn't make sense, so the devs of those games have to make it so that cuts also have to be preceded by wind ups animations, so that when you throw a downward cut from
vom Tag you still have to watch your character pull back the sword and do a massive overexaggerated wind up before the actual cut is thrown. As a result the fighting in those games feel like drunk fights because every move is executed 2 seconds after you press the button. You never do that when fencing in real life. This is one reason why I hate Mordhau, because it takes itself too seriously trying to be a realistic combat simulator, and yet at its core they copied the control schematics from a game that was designed to be a comical and whacky take on medieval combat in the same spirit of that Monty Python and the holy grail movie.. In contrast the system in Mount and blade series feels much more like real world fencing, where the moment you release the attack button your attack is launched without delay.
Knowing that you can't really eliminate the aforementioned guard transition mechanic in this game, I'm going to then assume you simply meant making the thrust faster by the phrase 'faster wind up'. This will bring its own problem, because in real life the spear when held in a point forward position is always a threat, whether it's in motion or static, whereas in the game the spear loses collision tracer as soon as the motion stops. By making the spear move faster in game, you effectively also cut down the amount of time the thrust is being registered for. This effect is most pronounced when you use the lance in two hands on horseback, cataphract style, which you'll notice, feels more difficult than using lance in one hand on horseback. This is because the two handed lance thrust is much faster than the one handed thrust, and as a result you have a shorter window of opportunity to land your thrust with. So even though a faster thrust is meant to be an advantage, here it ends up causing disadvantage. There are ways to solve this problem, like for example, by making it so that holding the thrust without releasing it also allows you do some damage to the opponent if you run it into the opponent, or by making two handed lance also couchable on horseback. Another solution would be to make the thrust animation stay a bit longer at the finishing position, but also giving the player the option to end this animation early by clicking either the attack or block button.
Sorry for the big wall of text. i'm not the best when it comes to expalining these things, and also we're in covid shut down so i can get overly excited when i get opportunity to interact with other humans.