Hey Javolenus, I read this file, and then went back and toyed around alot to see what could be done as far as more realistic battles were concerned. I got a tip off from another thread on the 'mod chat' section, but I do not remember what it was titled. The meat of the discussion was the editing of the armor and defensive skill values to make battles more realistic. After several attempts to see how I could make it most realistic and balanced, I found that editing the following values would help considerably:

--editing the defensive skill value using a formula: a medium sized number + number based on their training level, multiplied by a percentage

Using that formula keeps it balanced. After a few tries of just multiplying the defensive values of all units by three, it left me with swordsmen almost invincible, and and everything else absolutely screwed.

--editing armor progressively higher, leaving flesh low (or even reducing it!)
example: +10% (padded), +25% (L.chain), +35% (H.chain),
+50% (partial plate), etc, in this manner, so that armor makes a
greater difference, and late period battles can last awhile.

--editing shield values: a simple multiplication (a small one) should work here;
I haven't tested it yet, however. (x2 or 3 should be fine)

--To keep this whole thing from making missile units obsolete, it would be a
good idea to multiply the attack value of all missile units primary weapon
by x2 for bows/crossbows/spears, and x3 for gunpowder. This will also help
with the fact that flesh-level armor wont be much help against a storm of
pointy death from above.