Before I begin, I'd like to take this opportunity to thank the development team of FE:LH. To me, this is a superb improvement over standard FE. I'd also like to state, as a form of miniature disclaimer that these are simple opinions from a simple gamer. Feel free to pick apart my logic.
That said, I'd like to voice my opinion on a few things, starting with crossbows. First of all, I'm extremely glad crossbows were added, because I, personally, favor crossbows over string-bows in these types of games. The heavy initiative penalty is perfectly suited for the slow fire-rate of crossbows, and upon reading the special ability associated with it (being able to pierce three targets), I was thrilled and couldn't wait to give it a shot (no pun, intended). After realizing that it could only fire four tiles in front of the crossbow user, however, my impression of the ability dimmed down. I understand that one argument for this structure is that it would be insanely overpowered to just pierce three targets from far away. That's when I noticed something else that seems like an unintended addition to the game: The new AOE-weapon abilities like the axe's 'cleave' and the spear's 'impale' can't harm your own units (if this has been changed, or if my experience was a bug, let me know). Therefore, I have this suggestion to make:
Make all of the weapon abilities cause friendly fire damage if one's own units are standing in the way, and buff the crossbow's pierce ability to have an unlimited range, with the condition that it can only hit three targets (including your own). This will accomplish the following:
1) It will make a lot of these new abilities less overpowered, while simultaneously promoting an emphasis of tactics in unit-placing.
2) It will make crossbows a lot more fun, in my opinion, since players will be able to use them as long-ranged AOE snipers.
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Last, but not least, I'd like to bring up another aspect that seems awkward, yet can be altered to add more depth. I've noticed that there are certain battlefields that now have physical obstacles (IE buildings/structures in city-raids & large hills on grassy terrain). In terms of doing battle against melee units, this adds a whole new layer of depth that was previously absent in standard FE. I was in a position where I bottle-necked two enemies in a narrow passage, and was then able to send my spearmen in to impale both of them. This, was awesome. However, there's only one thing missing to make this new change in game-play perfect: Preventing ranged characters from being able to shoot past these. Imagine how much depth could be had out of that idea? In a situation where you're fighting a party of archers, you could move your units against these obstacles as a means of creating cover.
That's all I've thought about, for now. Anyone's welcome to disagree with my suggestions, but there they are.