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I don't know regarding trampling before other attacks, but in the words of Zonk, another beta tester: "It's complicated" :P
Tramplers are still good though. One useful tactic is to have regular troops holding a line formation while tramplers swoop in from the sides and crush their way down the whole line. It doesn't matter so much who gets the first strike in if that first strike is directed against someone who isn't the trampler. :-)
Cavalry in Dom5 are pretty good even in melee, and they are absolutely lethal when attacking rear commanders/mages, due to the fact that you can no longer have large bodyguard squads. It's possible that I've lost more battles in SP due to flanking attacks with cavalry (e.g. Machakan Black Hunters) than anything else. Cavalry definitely have a niche.
Attack rear and just run through everyone. Elephant expand buff?
Secondly, any unit set to "Attack Rear" has a chance to ignore those orders and attack another target (simulating the very real confusion of battle that occured and still occurs in real-life battles).
Thirdly, Fatigue is still an issue (although less so than in Dom 4, IIRC). After a few rounds of trampling through troops, those big monsters are going to get Fatigued and take critical hits more often.
Personaly, I'm fine with the change; it nudges the player toward assigining loyal, veteran troops to the commander's personal retinue, rather than having a hundred fodder-level nobodies bumbling around the battlefield in the commander's general vicinity, getting in eveyone's way while saying "Erm, are we supposed to be doing something? Let's just follow the commander and see what he does."
It's definitely a change! I used to do that too.
There are a couple other Guard Commander-related changes: bodyguards don't get a morale penalty (or bonus) from their commander's low leadership (or high leadership), which is good for mages but bad for generals; and bodyguards don't count against the number of squads you can lead.
Overall, Dom5 definitely has more of a "close with the enemy and destroy him" vibe--hanging back out of spell range longer than two turns isn't really an option except for archers and commanders. (It *is* doable though with a small army if you break them up into bodyguards on many mages; as I mentioned, Shinuyama can sort of get away with this if you want to, especially if the mages being guarded are spamming evocations the whole time. But you can't hang 80 troops on Guard Commander on a single mage any more.)