Firstly great work, loving the mod so far. I hope some of these suggestions and bug reports help.
Amazon war parties get stuck trying to get over the sea to the rhodoks on occasion. I am trying to remember off the top of my head the castle at the very back of their territory (begins with an M), that is where they, and I, assembled. They proceeded straight towards the rhodoks from there, crossed a few rivers and kept hitting the coastline, moving back a bit then moving towards the coast again repeatedly.
River bridges in that area look sideways, I am not sure if that is intentional due to the vectors.
Dark Knights - Need a tweak, they spawn a bit too frequently on some areas of the map, they almost put me off playing early game

. If they were slower over the actual map it would be a good compromise, as early game once you see one group you’re already dead. I took out a few knights and put in a few archers in their place, giving the group some versatility in a fight but taking them down a notch or two. I couldn’t move from the Sarranids territory North without hitting a couple of groups early game, with the pathfinding skill it gets much easier, but early on you don’t have that luxury.
I know it’s been reported once but several Amazon units need their archery skill raising, there is a musket troop that has no melee skill as well. I couldn’t spot which faction it was going through the list a second time, but if you skim it in the troop editor you’ll probably see it.
Amazon Marriages – I say keep them like that, I know it is a bit odd hearing Sir and Lady, in reverse, but from their in game perspective it isn’t necessarily incorrect. If anything you could make all lords and ladies female.
Expensive Armors – Some of the better unique armors you’ve put in look great, but their stats often don’t match the standard armors and could probably use a boost.
Further Suggestions, stuff I tweak anyway:
1, An increased recruitment rate from villages, 50-100% is usually appreciated by most players, this is just so it doesn’t take repeatedly visiting 10 villages just to get a half decent fighting force.
2, I really liked the merc patrol additions. It would be nice to see some more neutral parties for variety. Perhaps traders, or a misc faction that doesn’t have any territory, here are some additional party ideas:
Religious pilgrims
War Refugee’s
A knightly order (using the teutonic, templar, or the order of Santiago etc for inspiration)
A neutral trade caravan that acts as a merchant but isn’t related to a faction, heavily guarded so it isn’t a freebie but offering bandits a neutral target.
A travelling Carnival, camels and exotic travelers.
Peasant or Noble Rebels, bring out the pitchforks and flaming torches!

Cannibals
Brigand Lords, organized brigands looking to take over the map!
Plague Victims, cast out by their fellow inhabitants.
2, An increase in the party sizes of regular bandits to match your new ones. Especially the weak looters!
3, An increase in the leadership stat to increase party size (I usually set it to 10), and finally so nobody gets a free lunch, a small increase in AI Lord party sizes to balance this. You can just give them the same bonus to balance it out.
I hope some of that feedback helped, thanks for all the hard work.