I'm fairly new to this mod, only been playing for about a week, but I figure I'm about ready to give some feedback.
Negatives...hmm...give a guy a few months here, okay?
More seriously, I feel like there's a big disconnect in the troop trees, and I'm not good enough at using Morgh's party manager to fix it. I see a lot of castles garrisoned by what *look* like native mooks - I'm not charging 80+ Huscarls to check that either way - and bandit prisoner trains are likewise full of native soldiers. Lords and about two thirds of the castles seem to be okay, although running into a Swadian company with in excess of fifty Elite Men-at-Arms is more than a little terrifying.
On that note, I keep running into very, very powerful garrisons and armies. A 70-man Swadian company massacred my 80-odd Rhodoks right after I swore fealty to Graveth, mostly because every single troop in it was elite while most of my pikers were still basic or veteran. It's even scarier in the late-game when lords roll around with 200-400 troops, more than half of whom are elites and/or veteran-recruit heavy units. I feel like there needs to be something there to prune noble armies down to size so the player can get their legs under them, like Floris's bandit warleaders - right now, bandits can't even beat half the caravans, let alone a nobleman! That said, I might just be a poor commander. Pretty sure that's part of it.
Lastly, there's a bit too much of a focus on giving certain units and unit types the "right" weapon for their class. Rhodok pikes are the obvious example - there's a whole thread about it - but polearms in particular are rendered generally fairly weak by game mechanics. I went into Morgh's and gave the peasant-recruit types falchions and the vet-recruits arming swords, which has helped a little, but it's something to be aware of while redesigning the other factions.
Now for the positives, which I've really been looking forward to.
For one thing, the expanded improvements concept is beautiful and I've had no problems at all with the execution either. I'd like to see even more options and repeatables eventually, although I have no idea what would work or what benefits they'd give. I haven't seen city/castle improvements in action yet, obviously, or the way those cooperate with outlying villages, but I'm definitely looking forward to it. The same goes for kingdom policies once I get that far - I'm really interested in the whole governance thing, and if I can just get over this bloody hump with the huscarl swarms I might have some gushing praise for that soon too
Quests are amazing too. I've nearly maxed RTR through rebuild quests in particular, just going around cleaning up after the Nords and Khergits every time they take another bite out of the Vaegirs (Vaegirs were eliminated at about day 190, actually). I really feel like there's a lot more immersion because of some of these even though there's not actually that much player agency involved. Still, really fun and often fairly profitable, and my high engineering quasi-pacifist character adores the construction and rebuild missions in particular.
And then there's the recruitment system, which is the reason I can't go back to Floris or Native anymore. It's a brilliant idea, doesn't take too much getting used to (especially now that cattle herds just follow you so you don't have to decline high-paying missions on principle), and allows for way more flexibility than the old systems ever could. It's got a lot more breadth than even Floris Expanded and I totally love every aspect of it, from faction-loyal and territory-loyal units to the underlying concept that you're buying this guy his equipment.
As for suggestions, I feel like I've already given a few, but right now I'm torn. I want to see bandits upgraded and expanded a little, enough that they can legitimately interfere with trade and even punch out unwary noble armies, leveling the playing field for midgame player armies. But I'd also like to see some sort of enterprise revamp while you're doing so much else with governance and stewardship. The current financial model basically involves your enterprise buying one unit of supplies and selling one unit of product per week, which doesn't take into account that you'd have a lot more buyers for bread than for velvet. There are a few ways to reflect this, I guess - some sort of profit randomizer that determines how many sales you made that week and multiplies your revenue versus a fixed cost (velvet and oil could quite feasibly get 0 and charge for making more, although that might be way too punishing), a modifier to center prosperity, prosperity growth, and/or relations based on how big a market for that good there would be (bread and tools provide a decent permanent boost, for instance), or something similar. Not incredibly high on my list of priorities, but as a big in-game investor and someone who wants to see dyeworks a bit less crucial to a solid economy I figured it was worth mentioning.
Sorry for all the walls of text. I care, therefore I write essays. Thanks for a great mod, and good luck with the rest of development!