On a general note, if there is a unit you want to see built, you are free to list it here. Please specify the race it should belong too, and what it would add to the race and how it suits their theme. I'm happy to make buildable units that "fit." However, I tend to agree with Swolte's post (see below).
Air, you don't always have to be right, especially when you're clearly wrong This is a way of saying to everyone that we don't need to use this thread to show how right we are, but to improve the mod so that it is more balanced and fun to play.
The Orc Overlord was overkill. In fact, since I've already explained this one, I'll just leave it. If you make a race have everything, there is no point in having different races. This touches on Swolte's point about losing racial uniqueness with too many buildable units. There are a limited number of abilities, and if we give too many to a race, we are bound to give them a lot of abilities that they share with other races, thus making them less unique. I don't want to keep repeating this, but a race should not get everything! The fun of learning to use a race is to maximize their strengths and defend their weaknesses. Imagine a chessboard where every piece was a queen. That's what 1.3 was to me, as the end game was typically all the same type of unit, more or less: i.e. the big basher.
Speaking of unique, Nomads get Strangle, Trap, Grasp, and Leadership abilities. I suppose they need high attack, res, def, and lower cost too? Come on, Air. If you want big attack, play Orcs. If you want balanced stats, play Archons. If you want speed, special abilities, and a gold bonus, play Nomads. Don't complain because a race can't do what other races can. That's part of the point of having different races.
The old Mercenary had throw blade, round attack, block, 14 def and 8 damage. It cost 120 gold. With an Order shrine and the Human production/growth bonus, it could be hurried at one per turn without a great loss. One Mercenary is a lot better than one Infantry.
The Knight is not the be all, end all unit for the Humans. How many structures and growth does it take to get to one? And their cost is that of more than three infantry. They also aren't particulary fast. First strike comes at silver, but I'm happy to take it off, as I tend to agree with you here.
Chaplain should not be as useful as the Chieftan. It costs much less gold. I've even bulked him up for this version, so I don't know that there's a point in complaining about him unless you want to make him a knight with leadership
Time, healing, holy champion, and turn undead aren't exactly "just" a near replica of the Charioteer. If I play Archons, I'd build mainly Charioteers, but mix in a paladin in each stack to keep up with them and keep them healed. A fast healer is quite an asset, I think.
On the area guards and such, this seems to be determined by unit slot. And slot also determines whether units can spawn or metamorph. So, it's not possible to move the spider (s) without giving up it's special abilities. The Archfiend will get moved, though!!!
On the Eagle, again, Air, you don't seem to understand the unit's purpose. You want to stack up uber units, but the Eagle is a scout/transport, the only one of it's kind in the mod. 50 mp, vision III, and true seeing as "useless?" Maybe if you want to assault a city, but not for moving around a tough slow unit/hero, scouting, raiding, keeping an eye out for invaders, and so on. If you want to criticize units (and be taken seriously), you need to understand their function.
Having noted all this, I hope I'm not being overly defensive. Keep the cricism and ideas coming