Not sure whether this should go here or in the main section. As it is, here's some feedback regarding two units and their main weapon, respectively.
Rohan
Rohan Riders – improve anti-creature bonus of javelins to be on par with other mounted skirmishers, or at least actually effective. At least in 3.0, they didn't do anything against trolls (couldn't test 3.2 because of troll crashes) or oliphaunts, not even when thrown down a hill. That change would also make the unit more viable as a major element of the Rohirrim forces, as at the moment they're kind of superfluous between militia cav (better charge), horse archers (longer range, more ammo), RotM (much better in melee, better charge too), and Riddermark Spears (much better against armour, etc.).
Apologies if this has already been implemented (I think I've addressed the issue before), couldn't find it in the change logs though.
Dorwinion
I'd recommend removing the AP attribute from Dorwinion Watch. Now please bear with me, as I'm trying to lay out a proper argument, not just make an ill-tempered cynical throwaway comment as usual.
I see no reason why a spear wielded with one hand, in underhand fashion on top of that, should be particularly good at piercing armour or better suited for exploiting gaps than other spears, irrespective of extra spikes. This attribute might be excused in the Guard of the Citadel unit, since its partisans are somewhat more barbed, and it's such an elite unit. It also wouldn't be a biggie in a mod that is more liberal with the attribute, such as Europa Barbarorum I, where it just applies to every axe, club, and “hacking sword”, regardless of how puny it might be. But FATW is much more conservative with the attribute, which isn't a bad thing.
Moreover, from a gameplay perspective, the current set-up kind of renders halberdiers superfluous, given how the DW shares almost all of their advantages while still retaining shields for better missile defence.
Instead, the spikes of their weapon type (one-handed partisan/yari) could be reflected by a slightly increased defence skill, to better translate its stopping power and capacity for hooking and tripping. Or if that's not possible for some technical reason, just change the weapon class of DW to a "regular" spear.
In real life, the point (ha ha. sorry) of “anti-armour weapons” (or rather, weapons suited for fighting heavily armoured foes) is that they either have a rigid and strong blade, sometimes even without sharp edges, leading to a sharp and narrow point, such as in a rondel dagger or in certain types of pikes or lances (or even a bodkin arrow), or that they are blunt and strong (but not too clunky), like the business end of a mace or a warhammer, or, if they're less specialized (and/or from earlier periods), they might be like axe blades.
Now a spear, if it were to be used against armour specifically, should be of the really pointy type. But regardless of whether it had a cross-guard (like a yari or a boar spear, for hacking at enemies, or tripping them, or preventing the weapon from running all the way through) or not, it would also be wielded with two hands for maximum force (to push through armour, if need be) and accuracy (to actually hit those gaps), like the stabby end of a halberd.
TL; DR: I think that, especially given the way FATW handles the AP attribute in general, among the spear/polearm categories, only the two-handed ones should receive it, with the possible exception of the GotC and the Elven bodyguards because of their leetness.