this submod adds lots of really good things to Gekokujo's poor design (yeah, I've said it), so it's nearly quintessential to have it, but there are many issues with it too, some I have had to fix myself through sheer editing of troops and items, some are incorrigible due to how they were implemented, and some are straight out glitched / bugged beyond any patching repairs a user should do.
Horo was used as a protective gear against arrows (it's even in it's name, duh), so without the weird "shield on back" bonus it's practically useless and pointless. That can't be corrected without making all horos into shields, but I have no idea how to make them "unequippable" if I do that. (besides they should deflate when not at high-speed thus losing such defensive properties) obviously, though, warband can't fix that because the game engine is poor when it comes to resources for doing anything out of the ordinary and antiquate hack'n slash it was designed as. But if one finds out a way to make it impossible to unsheath shields, then it's the best thing to do with the horo considering how useless of an item it is right now. Besides, those would be worn mainly by horse cavalry samurai, which in fact composed most of the samurai (almost all of them were horse archers, which leads to another observation.)
There's a lack of horse archers, probably due to balancing, but realistically most of the samurai were in fact horse archers. They would perform other roles, but then again just like a player will demount and switch gear before a siege, for instance. This also cannot be fully addressed, but ideally there should be a balancing where the "realism" factor comes to play, having hotomo cavalry in a clan that completely lacks decent horse archers seems pretty bizarre.
The Freelancer's version used in this mod is full of bugs, and it's glitching tons of things in it, this should be addressed, but I doubt it ever will be considering there already were some patches for the submod.
The wound system is simply annoying, so instead of dealing with the glitched patch to remove it I was forced to tone down the difficulty, which I hate to do... If it's to have such a system, make it similar to Viking Conquest's one, where the player can pay to heal, otherwise it's not a fitting punishment for defeat but a nuisance that only serves the purpose of irritating the players.
Some castle scenes with the whole gate thing are actually pretty bad for defensive strategies. I'd say that there's a paramount need to move the player spawn point behind the last gate, along with the priority of troops (higher priority to last gate, lower priority to first gate), this would make them less stupid, as it is I have to go full gamey cheese semi-cheating by kiting and glitching the AI behind stuff until I can enter the last gate to properly defend.
Dual wielding weapons (katana, wakizachi and tanto) are missing from this submod, can't find them anywhere nor used by any troops (maybe if you at least name what troops should use them would make it less of a hassle, if I'm mistaken there are those troops but to discover I either have to grind in-game or search the troops txt one by one until I find it, which makes me cringe in rage tbh)
Musashi's special nodachi sucks, and not even the AI uses it if it has anything else to use instead. It would prefer a cracked katana over that slow-motion thing. That requires a weapon speed fix asap.
Then there are the gekokujo's default weirdness at play, like nodachis being prohibited to stab, well, that simply makes no sense so I've fixed that myself, pretty straight-forward fix, and to not unbalance things I've made the puncturing dmg identical to that of Katanas', considering neither were meant for serious stabbing fighting styles.
And, finally, archery, I have no clue how to adjust a specific bow's maximum distance, but most Yumi should have insanely long reach, instead we have arrows dropping like we were firing sticks with liana strapped to them...
Training Katanas are read as two-handed instead of one-handed, easy to fix too...
I know lots of the criticism are kind of dumb/silly considering they would be better directed towards the vanilla Gekokujo, but the mod seems sort of dead, the developer quit working on it ages ago and I doubt he'd listen to any criticism, if at all...
Tweaking enterprises for lower dividers would also be a smart move since what the vanilla mod does is simply force grinding for no reason, or, forcing the player to have an enterprise in every single town which's virtually pure harassment considering it demands 5 relations with each town and quests mostly give 2 relations with WB vanilla's cooldown for quests (which is freaking ridiculous, way too long for repetitive tasks that offer no challenge mid-game onwards)