@shorogyth Your solution to territory effects is certainly simpler and it would work fine if every territory had exactly one territory effect, but it's important that territories with multiple effects stacked (i.e. Caras Galadhon) should be easier to defend. Also I can't incorporate these bonuses into the baseline stats, because the plains bonus is attack only, while the rest are defense only. A 4/4 unit with excellent tactics acts as a 6/4 on plains and 4/6 on hills, I could technically make it a 5/5 but then the territory effects would need to be +1/-1 and -1/+1 and that's hardly a simplification. Maybe versatility is a better name than tactics though.
I admit the strategic role of charge is not very unique, it's essentially just "very good at attacking on plains, with a twist". But if I see my opponent buy charging units, I'm not worried for my cities, I'm worried that I'll be forced to retreat from open terrain and keep my army behind the lines because exposing them is a death sentence. I know what to be worried about, so my opponent has made a strategic choice.
Dragons can't evade, but the winged nazgul can, and yes, they are very scary.
As for complicated calculations, the battle calculator will do that for you if you need the exact numbers, but most of the time simple heuristics are enough. Charge is very good in plains, less so in hills or if there is a river etc., you don't need to memorize the every single number.
@mortetvie Anti-air attacks are still a thing. The balance obviously went out the window a long time ago, pretty much every unit will need to be rebalanced. There will also be quite a few new units, while some others will be retired. In general, it's too early to worry about balance at this stage.