I think that rogues, rebels and vagas should be units for early stages, but now rogues are too weak for their cost, especially compared with barbs (2 barbs will be more useful than 5 rogues e.g.). So why i try to find a way to actualize them.
I'm not sure that I agree: 
barbs are the strongest early fighters, no doubt, but they can't take on early 
towers while 
militia and 
rogues can, can't really assault 
rogues while 
vagabonds can, can't stop 
vagabonds while 
rebels can.
Imho what 
rogues lack in pure strength they make up in 
versatility: assisting or attacking towers, ranged harassment or support, citizen killing, are all things that rogues can do better than barbarians.
As for
 militia vs babarians I think that, when considering early 
towers too, it might actually be fine as it is (
militia > towers > barbarians > militia).
Also, if we can agree that adding peacetime was a 
terrible idea in hindsight (it forbids the whole earlygame and part of the midgame, which heavily screws balance), I think that the main problem is actually that we lack a 
siege breaking system.
So, what about adding 
catapults back in KaM, but with a few differences:
- Cannot attack units or other catapults; only buildings
- Must be built and manned (without needing roads)
- Cannot be moved once built
- Sprite upscaled to be more like a building and less like a pet
- Outrange bowmen
This should make it possible to more easily break defences while also offering a window of respite for the defender (if he can build an army and repel the siege before the catapults are built and manned).
What do you think about this?
Just when you think you know something, you have to look at it in another way, even though it may seem silly or wrong. You must try! - John Keating, "Dead Poets Society"