In KaM, ranged units NEVER missed towers.
I always hated that in original KaM, because it never allowed to attack with archers and melee units at the same time.
The way it is implemente into the Remake is very good.
I'm sure that the deviations from original behaviour have to do with the implementation of the fighting system. In original Kam, all troops behaved somewhat lethargic. This was a consequence of the limited CPU powers at that time, so algorithms were designed the checked each troop only every few ticks. You could see this also on the growth of corn. It also went line-wise, independent of the seeding time.
In the Remake, the CPU power is of no problem, so every unit is updated immediately. Each serf starts to move immediately when it is assigned a task. Each evasion process is much faster and so on.
Also note, that the attacking animations were slower in original KaM.
In this process, also the updating of life points is much faster, thus it is very tricky to set it up correctly - especially since we don't know the original value in KaM. Also, we don't know if the original fights were calculated in real time or if they also were updated quite slowly.
I wouldn't change the attack system any more. On the one hand, it is pretty close to original KaM, on the other hand I would trust in the original strategy book (btw I owned it, too).
I would rather think of minor adjustments to improve it. To make the fights last longer, I could only think of increasing the recreation speed.
Regarding the other ideas:
-> I would hate to have checkboxes whether the wood cutter should plant or cut trees. If we want something like that, we should implement the original graphic for a forester and divide both of them. But this had to be an option, not a standard.
-> I also hated the TPR troops since the beginning. This behaviour never changed. But since gold indeed is a very valuable resource (unless someone designs a map with LOTS of coal), recruiting the stronger soldiers is rather balanced. The balliste needs lots of iron, so even more coal and iron - they might be that strong, so no need to change anything there.
-> 10 players maps would be nice indeed because of the 5v5 option. But would this really be used? The first person who falls out of the game will fall out pretty fast and then it's over for him? For some reasons, I rather prefer smaller teams.