The seccond idea comes from Pizzaisgood he proposed to decrease xbows aiming time - to make them shot almost immediately when someone will come to his range. It can be very useful thing at the battlefield. Changing xbows power or attack speed in my opinion can be problematic to balance it well.
This idea isn´t bad. However this would only work at the first attack, since the RC2/RC3, because the xbows will reload then in their next attack, so the bowmen are faster ready- to shoot while the xbows are reloading.
With this idea i want to make the micro of x-bow to be better. Their strentgh in full battle won´t be changed.
The idea is to make x-bow aim immediatly or at least faster than bowmen so that their micropotential becomes much better. Like this they will act as really good units for frontlines because they have an easy job at pushing or fighting against enemy bowmen , because the micro-moves : go forward, shoot, go back - or distracting enemy range with a knight and then go in range with x-bows for the kills - will work much better.
I think the idea of having this microadvantage is really nice because players will get rewarded for using microskills. At the moment you can micro as much as you want with x-bows but they won´t be really succesfull against bowmen unless you do some really crazy stuff.
So with this suggestion we would have x-bow > bowmen in microfights which makes them worth to spend iron again. But if x-bows would be stronger in total i could imagine that people mass x-bow , build towers and hide in their base. This would be really succesfull because it´ll be really hard and no fun to step into a base with units defending the base which are even more devastating than bowmen. Its already hard enough to kill enemys camping with mass bowmen.
I also think that the balance of units is quite nice at the moment. Swords and axefighters are the mainarmy ( swords are more used after pt but axefighters and militia step in after iron is depleted ) , bowmen make a great support for the mainarmy ( x-bows will be handy as microunits for frontlines which occur really often so its really good to have x-bows in those moments ) , Knights are really strong and important because people tend to mass archers, so its also reasonable to build some pike ( or lancers if you dont want to waste iron on pikes ) to protect your rangeunits. Scouts might seem underused but its quite logical because knights are stronger than scouts so why would you waste your horse on building scouts when you can have knights instead? But when iron depletes scouts step in because cavalry is still important to build.
I personally wouldn´t dare to change to much in this system anymore because the rock-paper-scissors-system is really good at the moment.
The armys look kind of the same at the moment ( swords+bows ) because its the most logical thing to do : Use the best mainarmytype + support . If you add some Knights and some militia for towers the army is complete. Axefighters + x-bow is no army to attack because the meleeunits are dying faster and loosing your meleetroops as attacker is really really bad for you. So Axefighters and x-bows are defensive army. That´s ok but i don´t think we should make defensive armys better because people should be encouraged to attack. Otherwise it will come to big camping games and im sure everyone is tired of those games.
Maybe KaM needs some more units included to get more variety but that´s another story.
Anyway if x-bows would get this change every unit would have its place in the game.