I think KoW is in a good place and does what it does well. Keep doing what makes people like KoW already.
The evolution rather than revolution approach to rules development has served KoW well.
For straight up rules I would say:
Ditch withdraw and I’d like to see Fred’s flank charge suggestion.
For flavour rules, I don’t think more spells would help.
I don’t like the “ambush box formations”, formations should be something unique that adds lore and flavour to a list.
There are a few lists that can easily be run using another list or easily be rolled into another list. Especially with special rules and keywords.
Mostly I think Mantic should keep doing what they are doing with making factions unique, by giving each faction it’s a thing that it does. Do that for all actions, but don’t overdo it.*
It’s already been done for:
Dwarfs have a unique play experience with higher De at the cost of Sp, Piercing (2) shooting and throwing mastiffs. I don think they need to be set apart more.
Free Dwarfs a certainly different, they might need a little extra, but ravens and abundant pathfinder/scout are different.
Empire of Dust has surge and drain life. I’m not a fan of surge, but it does the trick.
I feel that Undead could use a new idea, but that’s because I don’t enjoy surge. Life leech, shambling and loads of variety are difference already.
Forces of the Abyss have the regen + fury and would transfer mechanics that sets them apart.
Goblins don’t have unique rules, but the certainly have a unique play style.
Halflings have saucery and tinker keyword.
Nighstalkers have weird army wide rules and loads of weird units.
Northern Alliance have the Frozen mechanic.
Ogers don’t have special rules mechanic, but the all or mostly large infantry play style sets them apart. Siege breakers, the warlock special rule and crocodog wranglers are unique.
Ratkin have the rally on hordes and interesting hero/monster to unit interactions.
Riftforged Orcs have the thunder thing, but I think it could do with a bit of rethinking. It doesn’t quite strike a cord.
Are Sylvan Kin different enough while elves can still take verdant units? Not sure.
The Brothermark and Order of the Green Lady offer something different. Could perhaps use a bit of rethinking or strengthening their flavour mechanics, though.
Trident realm are quite unique as is. Could do with a unique mechanic like frozen though?
Twilight Kin are possibly too edgy already.
Leaving: Abyssal Dwarfs, Basilean Elves, Forces of Nature, League of Rhordia, Orcs, Ratkin Slaves, Riftforged Orcs, Salamanders, The Herd, Varangur and maybe Free Dwarfs and Sylvan Kin in need of a refresh.
*Mantic are also doing great at filling out their range of miniatures.
The idea, as I understand it, is that one can use historical minis to play KoM.
Halflings that go heavy on “Tinker” keyword units would do that.
I’ve done post on chariots before. IMO chariots should not be separate from cavalry.
If one tries to make chariots feel like chariots then cavalry will be better because in the real world cavalry made chariots obsolete.