Wouldn't having "poorly protected troops" as you put it, just have a faster run speed be plenty sufficient?
Is not enough.
The idea of light troops using hit-and-run tactics is pointless unless battles are completely overhauled in many other aspects (which I wish for)
correct.
but I also think that these light troops would be too easily bulldozed by cavalry either way
If they don't have spears or large shields that can be placed on the ground (and that slow horses on impact .. although in theory they should be scared), I think this is normal.
as long as we had a "focus attack/focus fire" feature which would be a logical step in overhauling combat.
Hopefully it will be implemented.
I have written suggestion threads about a system for building battle formations and orders and one for giving orders.
Especially so since this whole premise is assuming that combat would go far and wide beyond what we have now (which won't happen from TW) to implement hit-and-run activities and have them be viable.
I did not consider the hit and run tactics as implemented by the AI, but manually by the player, ordering the troops to take up position (for example on a hill), throw javelins and anything else to the infantry that, for some reason, must go up the Hill.
After that the skirmishers retreat down while the enemy chases, now tired of having climbed the hill.
And since the enemy is tired, it will not be able to reach the skirmishers because in retreating the speed of the latter will be higher than that of the infantry and therefore it will be possible to manually implement this tactic, to stop, throw javelins, then resume the retreat .
And if the enemy backs away, then they go after themselves.
If, on the other hand, the enemy were to stop, adopt a strong defense formation (shield wall or tortoise), then he would recover fatigue over time and in a possible sudden charge it is not certain that the skirmishers will be able to escape him.
But if they are not caught up and the race continues for too long, the heavy infantry will tire before the skirmishers, who will take advantage of this to distance themselves from their opponents.
Obviously if the game were improved and such tactics could be introduced but carried out by the AI, then so be it.
Along with this mechanic I have always suggested something else as well:
[POLL] SHIELD + STUCKED PROJECTILE = ENCUMBRANCE
I write the suggestions on the assumption that the game is complete and reasonably includes a number of features or wants to achieve them.
Before balancing a game it is necessary to introduce the mechanics that compose it.
And if necessary, add those that act as leverage for balancing.
I can't suggest anything on the basis that AI is imbecile because otherwise it wouldn't be a balancing suggestion, as the moment the AI stops being idiotic, that balance becomes a cause of imbalances that will need to be adjusted.
It is up to the developers to make the AI non-idiotic and make the game, in the components not related to the player's will, evolve in the way that it is intuitively assumed to do.
I, for example, would introduce impacts between horses and between horses and walls / obstacles, as well as impacts with allied units.
The reason it can't currently be done is because AI is completely idiotic.
But I don't blame the developers for that, just as I wait for them to fix it, I propose what should be done next (in my opinion) or what should be changed to make the game better.