Nice list.Content in parentheses is the comparison with Warband.
- Siege equipment like battering rams, catapults, arbalests, siege towers and two sets of three ladders, most of which can be destroyed (only one ladder or invincible siege tower)
- Combining parties into one giant party to form an army (you herd lords and have them run away at a seemingly bigger party)
- Perks that also give bonus to your party/army or governed settlement (only raw stat bonus from skills and proficiencies)
- Weight-based inventory that lets you carry more items (fixed amount of slot that can only be improved with Inventory skill)
- Sending companions and some troops to do quests for you (non-existent)
- Making and disbanding parties led by companions or family members (once you name a companion a noble, they're no longer yours)
- Making your own caravan parties that move on their own (non-existent)
- Proposing to change kingdom's policies without being the leader (non-existent)
- Ability to select prisoners to recruit (you click a menu and the prisoners that are willing to join are random)
- Free militias in settlements (only a village has it and they're only peasants)
- Various buildings with multiple levels for more benefits and the ability to speed them up via funding, and queueable (build one at a time and there are no levels)
- Multiple workshops in one settlement (only one per settlement)
- Guaranteed capture after defeating lords (capture is luck based)
- Executing lords for stealing your cows that one time (non-existent)
- Multiple notable NPCs in settlements, so more quests (one guild master/village chief only)
- Horse and saddle/armor are separate items (horse and their armor is one item, making it hard to get good horses)
- Loot from raiding comes while raiding, and can be cancelled and resumed (you're stuck while looting and doesn't get the loot until it's finished)
A clumsy attempt from my side:
- Death and birth, raising your child (non-existent)
- Quick and easy management of companions (available trough dialogue, painfull)
- Dynamic and random creation of companions, giving more gameplay options (fully scripted immortal dudes)
- Huge inventory, sortable (square base inventory, painfull to manage)
- Possiblity to mark on the map your destination (non-existent)
- Possibility to choose a 100% trader gameplay (non-existent)
- Possiblity to easily create your army, with specific management system (non-existent)
- Possiblity to join huge battle when in an army, and lead formation following direct orders from the leader (non-existent)
- Siege phase on map, possiblity to destroy the wall prior to assault (non-existent)
- Village production type coherent with the geographical environement (only based on town prosperity)
- Rebellions (non-existent)
- Perks allowing more gameplay diversity (quoting Grank "only raw stat bonus from skills and proficiencies")