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Besides the things you mention, the challenge generally just disappears in the end, as chances are you achieve a dominant position you cannot really lose LONG before you finish actually defeating all opposition.
The only real solution I've seen in games is to end them more quickly, by providing alternative victory conditions. AoW3 doesn't do this much, though you can try playing with the Seals victory, which at least makes for a change of pace. (It's fun, but not terribly well balanced.)
Later games in the AoW series do add more alternate victory conditions that stop games from dragging on so long.
Planetfall in particular does a great job of keeping the low tier units relevant throughout by making the high tier units more support/force multipliers and using the unit mod system to let you upgrade your existing tier 1-2 units as you research tech.
AoW4 has its own thing with Tomes, but I'm not a big fan.
This part I don't quite agree with. Tier 1 units become mostly useless, yes. But the better tier 2 units remain pretty competitive if you upgrade them with mystic city upgrades, spells, empire upgrades, racial governance, etc.
An upgraded Golem (tier 2) can take on a vanilla Manticore Rider one on one for a fraction of the cost, for example. And units like Reanimators, Orc Crusaders, Elf Mounted Archers or Tigran Berserkers remain a very viable part of my armies.
That said, tier 3-4 units will indeed be the main focus of your armies.
For this I recommend my favourite mod, Chivalrous Intentions.
https://steamcommunity.com/sharedfiles/filedetails/?id=1538060953
It not only adds lots of alternative tier 3-4 units (and lower tier ones of course) but it spices things up by adding specific class/race and even mystic city upgrade combination units.
So an Elf Warlord gets a different extra tier 4 unit than a Dwarf Warlord or a Goblin Warlord. And if you have multiple cities with multiple races, you can build all those different warlord tier 4 units.
And if you have a dungeon in your domain, Dwarves can build a special Battlerager units, Goblins can build a special Chef unit, but humans won't get one. But they get a special fast knight unit in the Temple of the Eternal Serpent. Etc.
Really breaks apart the monotony of your and AI armies both.
Also, don't forget the minor race cities give some nice variety for high tier units.
Otherwise, I do often quit once I have a clear advantage. I'll usually get an alliance with 2-3 AI's and then it's just cleaning up the last one or two and I'd rather just start a new round.