I will try to list changes, that do not require reprogramming and use existing effects and i take the wiki description as inspiration.
Flurries:
"the flurry, an elite squad of archers capable of obliterating an army on the march before it notices that it is under attack."
This means flurries are able to destroy units without them defending in any way.
"making it an excellent way to kill separate units, or clean up a stack after an Archmage has weakened it."
So the flurry is intended to be powerful against weak units.
My suggestion:
str 9
6 first strikes
mv 1 (they are on foot after all and not trained to run, but shoot fast)
blitz (still useful with mobility)
+50% on hills(not certain about this)
reason:
with str 9 and 6 first strikes before drill flurries will massaker T3 and lower units without being damaged, exactly as the story and game intention described in wiki.
T4 and some mounted units are either experienced enough(=high enough str) or fast enough (immunity to first strikes) to live through the initial attacks and will have an easy time to kill the flurry. No infantry unit should go against fast firing longbowman on a hill.
This is not unbalancing, due to the drastic str reduction. 1 fs is about +8% str bonus, so str9+6 fs~ str 13.4, currently flurry is str 14.3. As fs are more useful with equal or lower str, this flurry will be awesome against T3 and lower or damaged T4 and of limited to no use against T4, also easy to counter with immunity to first strike units => not unbalancing.
Beastmaster:
"This is an advanced scouting unit,"
"A Beastmaster combines his own strength with those of the animals that accompany him (and a bizarre crotch biting weasel)."
My suggestion:
str 12
mv 2
(ususal stuff for hunter/ranger)
+75% vs animals
vision 1
birds in cargo gain at beginning of turn for 1 turn vision 1 and mobility 2
spawns wolfes as a wolf pack, lions, tiger, ... as a den, creates baby spiders when killing a living units,... so all animal spawning effects there are.
reason:
As top scout unit and able to influence animals improved scouting(especially using a single bird 3 times a turn) should be avaible to a beastmaster.
His animals assist him in fighting and although not strong he often brings some along and suicide them against enemies. (Which fits the "master of animals" well, he is not loaded with the moral compunctions about animals as druids and others might be).
With time he can also help getting festivals filled, which might goign for him important if he can just create the 1 animal you are missing for the great whatsoever.
shield wall:
"Exceptional at defense, though poor at offense, Shield Walls are intended to accompany weaker troops into the field."
Not much description of idea there. My idea is not historical or realistic, extremely heavy armored meele units with heavy and big shields.
My suggestion:
unable to attack
str 18, can gain bronze,...
immune to first strikes
magic resistant
always hasted or can cast haste on self
no city defense bonus
mv -3(hope civ engine is not kill by this)
sprint
upgrade unit needs mobility 2 for upgrading(can be left away, as players will be clever enough to mind this and AI can be coded to do so)
no auto defense, no ability to intercept shadow/assasin attacks
new but fitting abilities:
if possible resistance to collateral damage
every attacker gets +50% chance to withdraw.
reason:
Realistically such units make no sense, but in fantasy some highly trained elite warrios are able to walk around with big shield and full plate mail. They are so slow, that everybody can run away and offense is pointsless, but they are nearly impossible to kill. The -3 mv, always hasted and sprint ensures, that they can only move every other turn and are weaker when just moved. Archers and melee cannot kill them easily, but mounted units can weaken them slowly by withdrawing often.
Since they are covered so well by shields, mages have a harder time targetting them, therefore magic resistant. They are too slow and see and hear too little to react to shadows and assasins.
edit to add: upps, if i remember correctly spirnt gives haste and fatigue, so it doesn't work as intended. Then always hasted has to be dropped, mv -2 and sprint. Then with adept with haste shield walls can move every turn, without adept they can move every other turn.