To Aviod Micro-Management i would reduce the Chain of Command to 3 Rows.
Other Commanders/Armys have one Commander commanding 3-5 Units
Let the Bannor Commander have +1 Units.
Let Bannor Units have Corporal but weaken it a bit. (diminishing returns)
Let Bannor Units have Seargent at lvl 5.
Let Bannor Units have Master Seargent at lvl 8, but only +1 Command, no Additional Seargents in the Army.
Normal Lvl1 Army would be:
Commander - 4 Units
After some Lvl ups:
Commander - 6 Units
After Lots of Fights:
Commander - 6 Seargent - 6 Minions
After Lots of more Fights:
Commander - 6 MasterSeargent - 12 Minions
Give the Special-Upgrades for Arctypes to Sergantes and their Minions, let the Commander give general Buffs to his Army (+Attack, +Def, +Heal, +Sight, +Exp, etc etc) while the Secial-Buffs are given to the Seargents that Buffs their Minions with it.
Maybe give the Commander some stronger Upgardes that work only for the Seargents but not the Minions.
Also tone down the general and Minionbuffs, they should be an addition not an replacement for the normal Unitsupgrade (+75% Attack trough the Commander is far to much)
Example:
Commander (+Attack, +Heal, +25% Damage for Seargents)
Archer MasterSeargent (Attackbuff, Healbuff, +25% Damage, +Number of First Strikes, +Ranged Damage)
Archer Minion (Attackbuff, Healbuff, Number of First Strikes, Ranged Damage)
Archer Minion (Attackbuff, Healbuff, Number of First Strikes, Ranged Damage)
Axeman Master Seargent (Attackbuff, Healbuff, +25% Damage, +Cityattack)
Axeman Minion (Attackbuff, Healbuff, Cityattackbuff)
Axeman Minion (Attackbuff, Healbuff, Cityattackbuff)
So you would have specialised Regiments (Archer-Regiment, Cavalery, Melee, Assassins etc) in the Army.