Wolf riders will be spawned already at turn 40-50. at this time u might have 2 or 3 fairly promoted warriors.
they pillage so u have to attack them to prevent them from destroying 2 or 3 of your improvements. but they cant be killed by 1 warrior and if u are unlucky not even by 2.
chariots are the stronger offensive unit here but they can be killed fairly easy.
considering barbstack size. 5 orcish warriors can take out 2 warriors if they get lucky.
this only leads to turtleing until u have loads of warriors. in the early game the loss of 1 warrior can happen. so assume that u have a cityguard of 3 defender. 1 of them dies and u train another one (in a non capital) which takes 5 to 9 turns.
suddenly 5 barbs pop up just right out of town and they can take your city without u being able to stop them because u wont be able to reproduce another warrior in the meantime. imo barbs are meant for harassment and not for taking cities by chance. let them be everywhere to pillage your stuff and threaten your workers but not overwhelm you.
considering super specialists.
if im not a philosophical leader i never settle any great person. there are 2 exceptions: finding an engineer very very early (turn 1-40), receiving a great prophet very early while not being able to bulb a religion or at least philosophy.
1st sage always builds academy.
then it either becomes a prophet -> shrine
or another sage -> save for ga
bard -> bulb sanitation
yet another scientist -> bulb alteration
merchant -> nox noctis / guilds / bulb
engineer -> get guild / smith building/ finish wonder
etc
all of these things are way more useful than settling a great person in almost any case. a 2nd academy is way more useful than a settled sage.
u can have 5 or 6 engineers before settling them is even of any use compared to the other benefits they offer
this list goes on and on.
Settling great persons is only useful in the earlygame (only exception is the merchant with his foodbonus. otherwise bulbing is way more useful as u get the benefit instantly instead of waiting 150 turns on it
and very lategame all science output is wasted anyway if u have a scienceoutput of 1000 science per turn and dont even have to research anything anymore
if its only useful earlygame and still its always better to do other things with them -> buff them
i wouldnt post my balancesuggestions without thinking about it beforehand. u could do the same thinking and would come to the same or quite similar results i'd say
another idea/suggestion: would it be possible to grant very old very experienced units a similar seasoned promotion enabling them to get the heroic promotions or 1 of them (like small heroes). Often i end up with some highly promoted units who end up as champions or rangers. all immortalslots are already in use and beastmasters also /i trained them forgetting my experienced units

. Now one could choose to either upgrade the unit to a national unit OR grant them this veteran bonus (prereq 150 turns of experience and at least level 7 or 8). how does it sound?