I took your concern to note so I went and double checked how they look at the default zoom setting the game gives you. That's how I tend to play the game and that's where I optimize my models toward in general. And I've determined that at that level I can see the stripes and other relatively minor details decently.
The only thing you can't really see is the helmet face. And that's more or less a deliberate easter egg on my part that you aren't really supposed to figure out until you stumble upon it. I only really revealed this one to call attention to the fact that when the units are out you guys might want to start looking for stuff like that.
This said, my approach to making this units is a bit different than yours in that it's not so much focused on them looking good as it is on information delivery.
Not to say I am not looking for cool and good looking. They definitively should. But my primary goal is that I want the player to be, at a glance, instantly capable of telling a units faction, type and tier. That is why I focus so much on keeping things consistent and making units of the same tier look alike.
For example: Naked, black spiky hair and a white loincloth? That's a Belesarph tier 1 thing. Looks kind of like a Moroi? That's a Calabim tier 1 thing. Etc. And you'll be able to learn that relatively quickly and instantly use them to ID units.
Mostly your own since the AI tends to use massive stacks that we players can't really match but still.
I only really branch out heavily for late tier units like crossbows and paladins where I can go all out on the details because they are rather unique inherently. And because by the time you hit late game stacks get so big that you need to check manually anyway. So making them look pretty on all levels is secondary to making them look distinct in an identifiable way.