Right that's why i'm against giving warrior too many attack modifier by percentage. Because warrior are never meant to be one man army, they are for 1 vs 1, like in the original FE, mage is for going against massed number of weaker unit than the 1 vs 1 unit.
Personally i don't find anything wrong with warrior. The only class i feel lacked is assassin, but i don't want to make judgement too early, i will wait another month after trying a couple assassin experiment.
Here is a suggestion for warrior for the dev and to please people that complaint about them being useless. I'll bold the suggestions. The inspiration of this suggestion is taken from Eador MotBW.
Make warrior the only class that can change weapon on battle. They seems to have traits that gives bonuses to most kinds of weapons. Especially spear, axe, and sword.
With the ability to change weapons on the battlefield, they can change to weapon which give them the best advantage for a certain condition on the battlefield.
For example, at the start of the battle, we should use swords because swords has counter and at the start of the battle we start in defence mode, so less one shot or one hit dying thingy for our warrior, and the warrior still give some damage to his/her attacker due to counter which only sword weapon has.
Then when the warrior's turn finally comes, he may want to change to spear or axe to use AoE attack, if you look at other classes, they doesn't have bonus to that weapons, so warrior will be much more efficient in using that weapon, this give the warrior the role of the AoE damager like mage, but warrior is for AoE Physical Damage, mage is for AoE Magical/Elemental Damage, and this gives warrior more play style that is unique only to them, a warrior can play his way as a counter attacker or axe wielder or spear wielder, depending on which one gives them the best advantage for a certain condition on the battlefield.
that's really a non issue. the game is over at this point unless you refuse to finish it. none of those repeatable techs should factor into balancing, since they are just there for the people who want to play "one more turn" and don't care much about "winning" the game.
True, still i don't want to see that "imaginary state of the game" to be ruined because of that overpowered warrior which has 200 or 300 atk, because, you know this game has many things that exist for that state, dragons for example, they are only available in that state. Actually, 30% if not 50% of all LH players loves to play in that state. Not all people care for winning the game as soon as possible and not all people are hardcore gamer, we better play RTS if we want to be competitive and being hardcore or playing a strategy for the purpose of winning only, all 4x always fail to address this issue, hence why 4x is just for fun, look at Master of magic (MoM) which give FE and LH inspiration, most people plays MoM for that "imaginary state of the game", but somehow such a state in MoM blend nicely with normal winnable state of the game, and even in MoM there are limits to overpoweredness.