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I'm not a fan of the British Tongue (longbows). I'll happily use crossbows instead. Longbows have more range, but I can't put them in an infantry group and kite with them. I need crossbows which shoot instantly. Cassadors are my go-to. You have those too. Personally, I'd pick one skirmisher replacement and go with the cassadors.
As for the Spanish tongue (garrochistas), I don't find as much value in them. Hussars do fine for the job. I rarely find that I really feel I NEED lancers for much of anything.
I also find the Russian tongue (oprichniks) to be pretty situational. I absolutely love the fact that they shred artillery and buildings, which are the keys to winning late game. They're fantastic for sniping key buildings like factories and production buildings. But typically I have other solutions for both. I get a lot of value out of the hoop throwers and they absolutely shred buildings in groups of 10+, and of course for cannon there are hussars and cuirassiers (French tongue), which I do like to take.
I tend to look at Squires (faster working forts) as optional. It's a convenience that I typically don't fit into my decks.
I do have an instant unit card in Age 2 to stave off rushes. I think it's 8 crossbows. If you don't happen to have the 750w for the longbows, when you need units now, you could be in real trouble against a dedicated rush. This is a potential weakness if you're playing against AI on Hard+. They will make you pay for not having those extra units because they will take multiple free unit cards early and dump them all in your base.
Upgrading the hospitallers and the sentinels is something I typically do. I do have an alternate deck that focuses on the archaics more and upgrades the crossbow line. It's effective early, but falls off late. It's fun for an aggressive early game or one maps where you can get Carib allies that boost your archers. For my late games, I do utilize my hoop throwers more, so they get flame throwers and rocket upgrades.
The INF wood card isn't a terrible idea, but generally I don't find that I need it unless it's a water map or I'm going heavy archaics. I do typically use the INF 8 hoop throwers instead as my ultra-late game card.
Overall, not a bad deck. It may be suited to your play style, but I'd find it bulky and a bit too unfocused to want to use, in particular because it's so incredibly demanding on wood early.
They are cool conceptually, but in practice, they feel weird. Archaic units have their obvious issues, but here the main problem is imho simply mechanics- length of animations, windups, how they feel to control in practice.
As time goes on they get weaker and weaker. For Maltese they're cool things to check out, but not that much more.
The "Siege Archery/Ranger Combat" Brit card is a pretty cool twist, but even the longbow-focused deck doesn't feel super amazing.
And overall it's hard to beat Arrow Knights and their 30 range.