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The wielder caps are there to stop you doing much fighting before you've developed a strong economy. They're fairly trivial if you know what you're doing. You can hit a level 3 fortress no later than turn 8 or 9 provided the map you're on isn't a barren wasteland devoid of literally any resources.
Like you said, just a simple change to how wielder cap works would make this so much more bearable. To me it seems like a temporary system, when a hero runs out and dies to you, then instantly reappears with a small army on turn end.... idk how to feel about that (its technically a whole new person but they coincidentally have the same name and appearance and skills, wowo.) Not to mention the AI will often flick off their strongest heroes this way and become pathetically weak after a border skirmish.
Love the game regardless, but seeing less "obvious cheese" mechanics would be promising for multiplayer. HoMM3 hero spam nightmares are something still experienced by the community.
If you're on a death march and hitting an enemies' main fortress, you should be using multiple armies specifically to counter the scenario you just described. If you only send one giant army, you are probably going to run into the problem where by the time you start sieging your army will have dropped in size by 20-25%, and that will make dealing the final blow substantially harder if the enemy has a lot of gold and units in reserve. Having a back up army or two, either to fight instead of the first army or merely to resupply your main army with more troops, will ensure you more victories.
Like I said, this is a resource management game first and a tactical turn based war-sim second. You gotta think ahead and deduce how much gold and reserve troops your opponent is going to have and will levy against you if you decide to make an offensive. VS AI is probably easier to predict than VS humans, the AI always maxes resources but also never sells or buys from the market. They generally build their army at the wielder's creation and then won't attempt to grow or replenish them after the wielder leaves the fortress unless it's the very early game.