This may be a little late, but the recent discussion on arrow speed brought up an interesting idea I think should be expanded on: during that discussion, dodging is cited as a problem by the OP and many within the discussion, arguing that it makes infantry archers nearly useless against flying units, skirmish cav, and even most single entity models (i.e. a lord on foot/horse can fairly easily dodge mass archer fire by zig-zagging at the right times), requiring one to spend extra resources through magic or abilities in order to effectively punish/screen said units. On the other hand though, there were some who defended dodging, arguing that, though dodging might be a bit too strong at the moment, it was a display of skill by the one doing it (the claim is that it's a reasonable trade-off in that dodging makes it harder to control/pay attention to the rest of the army, thus skill and coordination is required to pull it off without the rest of the army suffering for it) and that removing dodging would be "dumbing down" the game. Now then, there were other arguments within the discussion, but for the most part they either supported or rejected (or tried to reconcile) one of these two arguments.
I think this discussion is a result of a deeper problem that, to my knowledge, has not been discussed or examined previously: is Total War: Warhammer supposed to be a macro-focused game or micro-focused game? Again, looking back at the discussion, it's easy to see that the divide along macro-focused and micro-focused lines: those arguing against dodging value resource expenditure and the reasons for bringing a particular unit (things that are macro-focused), whereas those arguing for dodging value the skill, coordination, and trade-off required to perform it (things that are micro focused).
However, as it stands the question is unanswerable: on the one hand, most spells have long cast times (ranging from 1-5 seconds), most units have reaction times that prevent an immediate response, and there are no hotkeys for abilities and spells. These (among many other) things would suggest a slower but more tactical/strategic form of game play, requiring planning and battlefield control to achieve victory. However, there are many things present that contradict this and suggest, instead, a micro-focused game: cycle charging is the most effective way of using cav, charriots, and most SME's (whereas leaving them in combat for the full duration of their charge bonus just subjects them to unnecessary damage), "force pathing" both exists and is sometimes outright required to get units to do what you ordered them to, dodging is a highly effective tactic for avoiding arrow/artillery fire, and charge defense only applies when the unit is not moving and charged from the front to name but a few, all these things implying that coordination, micromanagement, and speed are the key to victory. As such, the game doesn't have a clear distinction between the two, resulting in problems with game play (i.e. SEM being unusually strong due to cycle charging, dodging being ridiculous at times, charge defense being considered almost useless most of the time, kiting being the least fun thing to play against, etc).
TLDR: So the question I want to pose to the community here is simple: should Total War: Warhammer's balancing be based on micro-focused game play, macro-focused game play, or do you have an idea for reconciling both focuses? What should change to focus the game towards this focus?
For the heck of it, I'll give my opinion on this: I lean strongly towards macro focused game play: TW:W is the only RTS series I've done the multiplayer for because one can do very well without finger-breaking levels of micro (though I've done quite badly in most of the tournaments I've been in anyways). Furthermore, many of the problems with balance in the game seem to be based on micro (i.e. cycle charging SEM's), and I think the game would be more balanced if there were changes towards this end, like making it so that cav/dragons/other large entities can't do a 180 (or heck, even a 90) degree turn on a dime at max speed, making charge defense work better (i.e. having it still work while moving, having it apply to all sides of the unit while not moving, and/or have it automatically proc attacks on a charging unit if it has charge defense against that unit), and making it so that cycle charging foot lords doesn't render said lord useless. But again, these are just my thoughts: what are your opinions on this?