Catapults & trebuchets, etc have massive withdrawal chances! Playing as Khazad recently, I've been tempted to report it as a bug but I see all types of catapults have huge withdrawal chances and they haven't been changed in a patch so I'm assuming it's been like this for a while.
Going with Khazad trebuchets, an 80% withdrawal rate on any freshly built unit is ridiculous. And when it applies to a unit with massive collateral damage it makes a unit far too strong. As it is, the Khazad can run an army of almost entirely this unit for much of the game. Case in point: in my current game I killed Hyborem (combat 5 + more) with just trebuchets and I only lost two of them. Heck, I kill everything with them. 'Cause I can
With only a 20% chance to lose the unit, you can (relatively) safely throw them into fights with 0% odds. This means you don't even have to wait for them to heal between attacks. They cause collateral damage even when they retreat and since they nearly always do, you end up with lots of +100% collateral damage, +20% bombard damage trebuchets. This in turn makes future fights even easier (especially with trebuchet increased collateral damage). Throw in Bambur or some adepts to repair them (even though you don't need to) for extra fun and include heroes in the trebuchet stacks for free xp mopping up survivors.
The final big nail in the coffin is that catapults/trebuchets, etc are so good that you really DON'T want to research cannons since the withdrawal rate drops to 25%. This in turn blocks out arquebusiers (sp?).
Siege units need just one unified role and it must differ from melee. This means making use of the collateral damage feature. If the design team wants siege units to harass via collateral damage but still require support from other units, give catapults a base 40% chance of withdrawal to achieve a better balance between utility and invincibility. Further, give cannons a base 50% withdrawal rate so there's a great reason to upgrade to them.
Also, the Khazad dwarven cannon is actually a big step down from their trebuchet because the collateral damage limit goes down from 70 to 60. Increase the dwarven cannon collateral cap to 85 or 90. I'd also suggest raising the maximum units affected from 7 to 8. This would put the fear back into Khazad late siege
Going with Khazad trebuchets, an 80% withdrawal rate on any freshly built unit is ridiculous. And when it applies to a unit with massive collateral damage it makes a unit far too strong. As it is, the Khazad can run an army of almost entirely this unit for much of the game. Case in point: in my current game I killed Hyborem (combat 5 + more) with just trebuchets and I only lost two of them. Heck, I kill everything with them. 'Cause I can

With only a 20% chance to lose the unit, you can (relatively) safely throw them into fights with 0% odds. This means you don't even have to wait for them to heal between attacks. They cause collateral damage even when they retreat and since they nearly always do, you end up with lots of +100% collateral damage, +20% bombard damage trebuchets. This in turn makes future fights even easier (especially with trebuchet increased collateral damage). Throw in Bambur or some adepts to repair them (even though you don't need to) for extra fun and include heroes in the trebuchet stacks for free xp mopping up survivors.
The final big nail in the coffin is that catapults/trebuchets, etc are so good that you really DON'T want to research cannons since the withdrawal rate drops to 25%. This in turn blocks out arquebusiers (sp?).
Siege units need just one unified role and it must differ from melee. This means making use of the collateral damage feature. If the design team wants siege units to harass via collateral damage but still require support from other units, give catapults a base 40% chance of withdrawal to achieve a better balance between utility and invincibility. Further, give cannons a base 50% withdrawal rate so there's a great reason to upgrade to them.
Also, the Khazad dwarven cannon is actually a big step down from their trebuchet because the collateral damage limit goes down from 70 to 60. Increase the dwarven cannon collateral cap to 85 or 90. I'd also suggest raising the maximum units affected from 7 to 8. This would put the fear back into Khazad late siege
