You shouldn't make conclusions of Battlemaps, economy is way too important for that.
Absolutely you should. Because the whole economy part is not affected by the +1 lp change. It's a battle change only.
Building the economy is the same procedure, nothing has changed. It's really just the results of fighting that change with the +1 lp. And only then, of course, the expected fighting results have a restrospective effect on the economy building procedure as people will try to make the optimum out of their city.
Of course it's true that the economy has an effect onto the building rate of units. But so far another aspect was neglected, that also influences the build decision. And this is the finiteness of resources. Especially the chests are the limiting factor here (because you could procude an infinite number of wooden military parts).
In the end, on every map each player has (more or less) the same amount of resources. For example, every player has 500 chests available. And people have to decide how to spend this 500 chests. One choice is to spam units. But it's only possible to spam the very weak units because they need little resources. Let's say 120 chests already go into civilians.
So what happens now if you build a 100 chest weak army that can be countered by a 40 chest elite army? Exactly, it's not promising, thus this tactics won't be applied. An over-effective counter will ruin this gameplay style, thus ruining gameplay balance. You see, the unit spammer already goes high risk. If he doesn't win with the first one or two attacks, he will be in the disadvantage because he has lost to many chests. Knowing that spamming isn't promising any more, people will concentrate on elite army only, because that's the only way to win in the long run.
It's always been the same story in almost all strategy games. Going for elite troops leaves your base in a weak state in the beginning. You will definately win in the long run because of the better units that you produce. This is countered by the rush tactics, which aims to exploit the initial weakness of the enemys city before he can produce too many elitist troops. On the other hand, you have to be quick because once you missed the right time, you are in disadvantage.
In KaM this whole story is worse than in other strategy games because the availability of gold chests is smaller on many maps. So you're very limited in resources which already make it quite appealing to go for the elite troops. As an addition, there comes the peace time that so many players demand. So a rush is already impeded. Please don't make it impossible.
I think I might need to stress once more, that I'm also not completely happy with the current situation, because long distance fighters still act too good. My proposals were lost in the +1 lp discussion. They were:
-> increase lifepoint regeneration only a little bit; this will improve all hand-to-hand fighters, the horse units even more than the rest. The long-distance fighters are weakened as solely they don't profit. Also this makes battles a bit more longer. This results in an additional bonus for heavier armed troops (and a malus for units with a lower attack value like lance carriers agains non-horse units) as they are more likely to recover a lifepoint. I think this is worth being discussed as this may ease many of the discussed problems at once.
-> make long distance fighters a little bit more inaccurate
-> don't let the long distance fighters be able to defend their own formation.
Let's explain this once more: if you have 10 crossbowmen standing in two rows, 5 men each and one militia managed to come through the defenders (or towers

) and attacked the formation. In TPR (and TSK) the crossbowmen were not able to defend themselves, the one milita killed all 10 crossbowmen. The change to win was 100% for the milita.
In the remake, especially in the random targeting situation that was introduced now, the militia will be attack by the most distant two crossbowmen. Each shot by a crossbowmen reduces the lifepoint of the milita by one. So the militia makes exactly two strikes before he dies. So he can kill 2 crossbowmen at most and then dies. The chance to win is exactly 0%, the crossbowmen will always win.
This possibility to self-defend make the crossbowmen even stronger. In reality, usually even three axe fighters are killed by 10 crossbowmen's self defense. I've seen this more than once.