Musketeers feel alright for me. Musketmen in general are one of the weakest units of the game, but more UUs are based off that unit than
any other unit, and they've gotta be significantly better than the base unit to be useful.
To be clear, the chariot penalty actually expends all movement upon entering rough terrain (different from rough terrain costing double).
Faster cavalry is something that's been requested a lot. I kept it as-is in the past out of consideration for balance between mounted unit movements speeds, but I think it's safe to say at this point cavalry vs rifles are not considered equal in value. If higher movement reduced the importance of lancers, what if Cavalry got some other bonus like slightly higher strength, bonus damage on open terrain, reduced cost, or some cool new special promotion?
I've always felt lancers are rather underwhelming. Even without any other mounted unit changes they could probably use a buff. I don't think increasing their movement speed or bonus vs mounted would help, though... along the lines of Ahriman's point about their usefulness vs siege, what if due to their agility they were able to evade cannon fire more easily? They could start with a Cover I promotion, helping them close the gap to ranged units and siege.
I could be wrong here, but I *think* that the flavor values on the units are just used to determine which units the AI will build. So for example a conqueror AI will favor units with a high attack flavor, whereas a defensive/builder AI will favor units with a high defense flavor.
I don't think they have any impact on how the AI uses that unit.
But again, I'm not sure.
Right, flavor values determine what to build, but not how to use what's built. I don't think we have much if any control over actual AI movement of units, so I don't
believe there's much we can do to keep AI ships around their ports. I'll keep an eye out for possibilities though, because overall I agree with you rhammer640!