Very much in agreement with the list... these are suggestions that are repeated over and over again and that most players take for granted. The issue of keeping the stances as something aesthetic without effect, the turncap and other parameters that can be easily adjusted, certainly are a minor issue; of quick change I mean.
In my opinion the real problem lies in the animations and how they have an overly exaggerated swing arc; as OGL rightly commented in his 2019 thread. Each and every one has a part where a "momentum build-up" effect is exaggerated. I wonder, could all those keys be eliminated from the animation by reducing the initial swing arc (from where the arm starts)? also the post swing inertia keys could be eliminated; also excessively exaggerated.
Take a look at these three animations with 0.5x speed for a better visualisation:
I don't know if this could be a solution that could be satisfactory in the end; however I doubt Taleworlds would rectify all the weapon hitting animations by means of a mocap carried out by stuners that minimally know some hema/martial arts (realistic positioning I mean). And this is a real problem.
As for the swinging arcs on horseback; with a little tweak you can correct most of them (check
this thread for +info).
And last but not least and in line with what OGL said; I don't know what you think but I've always thought that Bannerlord needs a dynamic shield block and that the two types of use with shields (hand - hand_shield) must be the same so that for example in sieges we can cover our head while climbing a ladder with a sturgian round shield as with a kite (and that the AI does it)
Of course a revision of the shield hitboxes
is needed.