@Potatoto thanks for the feedback.... well we are on a pretty outdated version of the mod (as the HS has been going on for years), so most of the stuff you mention has been already reworked (unit stats even several times
), as there have been several new versions, especially the last/this year. Anyways:
1) well yea, the effect is mainly increased by players playing two factions in a row, therefore for the second faction one can always reload a nice mission. Nonetheless, as Merg mentions, the missions (and guilds) were completely reworked, and instead of the regular random vanilla "council of nobles" there are now mostly various lore missions, often tied to the guilds, and such easy rewards are very rare now, so I suppose thats fixed. (and imho, I removed super easy missions like reinformencing regions)
On that note, there also many various in game events instead of some stuff that we kinda RPed in this HS, such as joining the evil side/Mannimarco (now a script when you upgrade necromancers guild), vampire scripts, and so on, so that should improve the lore aspect of the game a lot.
2) well I believe I left the eastern settlements (of house Tharn) under the Empire faction in the new version, and Kingdom of Cyrodiil (which is basically "Colovia") is only in the west then. The faction is supposed to be a vassal to the Empire, so its not supposed to be able to take the altmers on their own (while altmers are supposed to be naval superiority), unless they team up with the imperial fleet from the Nibenay/Imperial City area... Anyways, The Empire and Kingdom of Cyrodiil are now also tied via shadow mechanics (characters and settlements can rebel between the factions) so that will shuffle the cards here as well... and in general the faction is now more fleshed out.
3) I assume you mean AR performance... well, the mod is of course primarily made for singleplayer, and hence eventhough some units perform very well in manual battles (mages peform super well), they may not be able to do the same in AR... same is the case with the cav or archers in mosts mods... not much can be done, simply dont recruit them, samely like you dont recruit archers in most other mods.... Though, all the mage stuff was also completely reworked, tho I think they are now weaker in AR in general (but very good in manual battle,s or hotseats with online battles), so not much can be done. 2HP units were mostly reduced to 1HP, as its too OP... escept maybe some truly rare event units and so on....
@Mergor not sure about it being too restrictive... will think about it yet