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Regular unit power is fine IMO. I tested the flamethrower unit against the dwarf one and the one from this mod lost, things like that.
The Forbidden Army units are very strong, but locked to T5 landmarks and capped to one. So that's kind-of fine to me.
Unlockable ROR unit like the white tiger you mention are pretty strong too, but require doing some quests before hand, sometime quest battles, and are also capped to one. I think the tiger was buffed a lot by that "contact damage" update CA did a while back.
Most of the hero and lord added are Legendary ones, are relatively balanced with their PvP cost (as much as that matter in campaign). Xun Xiang will WRECK Tyrion in duel, but he cost like 50% more. If you remove gear from him so their PVP cost even out, Tyrion win.
But yeah, the overall power is higher than vanilla.
I've tried it about two years ago and it was an extremely rich mod. I love the stories, the fights, the factions, and I love the look of most of the units, so overall I had a good experience. I'm thinking of giving it another try.
I had only one problem with it. Almost every unit felt too strong. Some of them were even ridiculously strong. Like the big white tiger could decimate entire armies without breaking a sweat. There's nothing wrong with liking super powerful units, I just personally prefer units that are blending in to the vanilla power scale.
Are the units a bit toned down in the current version, or are they still very strong?
https://steamcommunity.com/sharedfiles/filedetails/?id=3543145998