Ok, some random thoughts:
Regarding Warlords - The game has evolved in such a way that warlords (and dance fighting) are pretty much required for most regular stacks, although I will try to stay true-to-canon regarding established sides (Jetstone's, for example, won't have dance fighting at all). Since warlords are an essential part of the game at this point, I'd rather build on what we've got than try to "fix" what has been established for months. We know that we're diverging from Erfworld on a significant number of points, and just guessing about the representation on others, so I'm going to create rules in favor of "fun factor" vs. authenticity every time, although I'll always strive to hit both.
I think 'sub-warlords' or limited warlords seems like it would be fun for players. I'll remove the heavy requirements (or, more accurately, add additional bonuses for heavy sub-warlords vs. non-heavy) but units with Leadership should always be better than sub-warlords in all ways. Anything that ANY sub-warlord would be able to do (pop units, etc.) a unit with Leadership should also be able to do. Enhanced training and city management also seem like nice abilities to add.
Regarding Dodge - Dodge does seem to be a bit over-powered at this point (other than the base +4 for free). I like the idea of Enhanced Dodge tiers as an ability. I agree that the Coil Shuffle is probably going to get nerfed, probably by something as simple as "an action by either the mount or rider ends the mount's movement" in the next revision.
Regarding "Power Creep" - Remember that Heavies just got a massive boost in the last rules update. I don't think they need any additional lovin' at this point.
The Paragon idea evolved from an idea I discussed with HerbieRai privately some weeks ago, and as I started to expand the concept to Yuri/Rolf, then to William, a pattern emerged, but I didn't think to remove the heavy requirement from the original idea.
Giving siege attacks to heavies, however, isn't really likely. Rolf's already reached the point where he can start bringing down a gate in about 3 rounds on his own, with his regular unmodified attacks. If he goes for +6 combat next level, he can reduce that down to 2. Thanks to the dodging and delay rules, he can even time those to occur on 2 consecutive phases, so Rolf's really only 1 level away from Gatecrasher status. That's what I'd expect a heavy to do. (I'll be modifying the structural attacks in the Siege update so that Fire attacks don't do any damage, though, unless the attacks also have a Siege value; arrows can't destroy walls.)
Please keep the suggestions coming. While I will be the ultimate arbiter, I want everyone to have a game that they enjoy - from those who check in occasionally and lob a few shots, to those who enjoy planning complex and elaborate strategies and tactics; with plenty of chances for role-playing and side-building during the down-time.