Hi Dilly,
no firing squad at all but, on the contrary, thank you for always welcomed remarks.
Regarding the problems you reported I would say what follows.
ARTILLERY
You’re right but it’s a fact that the strongest armies of the period had much more powerful artillery corps than others. In fact, it meant investing heavy sums of money and the littlest countries couldn’t afford to sustain them. Moreover, northern armies generally preferred to use light guns for tactical reasons. Anyway, remember that also them can be powerful if correctly used. It’s just a question of learning how to do it. That said, an Austrian, French, British, Russian or Prussian army will always pound you from a distance …
DISRUPTION AND FRAGMENTATION
Here I can’t really follow you. French and 13 Colonies units are made in the same ways as their opponents. If something has gone wrong, it's probably just the result of bad luck in some battles. if 100 battles were played the results would become even again. The real problem here, in my opinion, is that every unit becomes excessively disrupted or fragmented, above all during the cohesion test that follows the breakup of a nearby unit, substantially in the same way whehter they are raw units or superior units. I’m working on it with the help of Cronos09 and hope something can be done to solve the problem.
CAVALRY
In my opinion the actual balancing of cavalry and infantry units is correct, taking note of the fact that steady musketeers couldn’t be frontally assaulted even by cuirassier with great chances of breaking them. But just try to play a battle against gribol and you’ll see how powerful cavalry can be in exploiting every weakness in the infantry line! It’s just a question of learning how to do it (he is very able at it, me not really).
INFANTRY MOVEMENT
Never thought about this problem. The current situation guarantees that the units remain essentially in line, without dispersing too much on the ground, in an unhistorical manner. I fear that changing the parameters would end up with units wandering around the battlefield in a disorderly manner. Anyway, I’ll have a look at it and do some testing.
ROUT THRESHOLD
The rule, as you said, is designed for historical reasons but also to avoid continuing fruitless battles when an army is already broken. And, on the other hand, I really don't believe that raising the rout threshold would change the players' tactics, since the usefulness of concentrating fire on specific units to disintegrate them would still remain.
The problem, if it is a problem, could be resolved by narrowing the musketeers' arc of fire which, currently, at a distance of 3 or 4 squares, allows them to hit with equal effectiveness both the units in front of them and those located laterally. But it can also be overcome without changing anything but simply advancing quickly to a distance of 1 or 2 squares, where the volleys against lateral units are penalized and enemy units are prevented from turning sideways, because already engaged frontally.