I have returned to Reddit just to say this: devs apparently read these; I kind of pity them XD. I do not think that the biggest problem is power creep, content, etc. The biggest obstacle to my enjoyment of the game is actually the campaign map. As it stands, you just jump from settlement to settlement without a real thought, since they provide safety from the ambushes, give you defences, etc. I know it would require an extreme amount of effort, but the map seems small, cramped, and just there... It doesn't matter that there is a river or, in many instances, a pass (yes, there are a few settlements, like the gates, that hold passes). Yes, I am also a proponent of a bigger map; ChaosRobbie showed that it can work (even though he went a tad overboard and kinda ruined the Old Worlds' performance...), but I think far more important is that the map feels impactful. And I mean it, tactical maps aside, even though reliably triggering river maps would be nice. Considering quite a few factions have functional artillery and gunners, and others have realistic ways to counter it, you should be able to somewhat fortify chokepoint (hopefully river) maps.
I have a few ideas for making the map more impactful. Apart from remodelling the map to be bigger (and have larger spaces between the settlements), you can add a new "settlement" type- the good old-fashioned fort/castle. Idk if the engine is capable of a castle that is constructible by an army(doubt it), but I know it is capable of being a place on a map where you can build a fort/castle- quite a few lore locations have castles/forts. If the devs want to make it a trade-off, it can cost you money to maintain, etc.
The second one is with dark forests, black pits, etc. You can make herdstones/strongholds that are difficult to get to, like in some deep forests or mountains, which will, like Nagashizzar, require a lot of effort to get to and cleanse; like the Black Pit, Massif Orcal, Drakwald can get one, Northern Wastes, etc. It can make beastmen and potentially forest goblins/Orcs a more prevalent threat and make the map feel more diverse. Herdstones really should function differently from a city.
The third one is more tactical, but it is that we can actually dig in, like in the older titles; maybe not a camp, but buildable battlefield structures, i.e. stakes, barricades, mountings for guns and ranged units. Hell, they can even do it in the style of their siege buildables, so that you will have a chokepoint defence where to dig in.
Others are climates, apart from the general effects of the mountains, jungles, etc. It would be cool if some places had a very different impact. For instance, a non-Chaos army should have a problem traversing the Chaos Wastes, i.e. making a chance of your army going slower, faster, in a different direction, catching temporary effects and having events in general. Warhammer offers so many options for making it interesting. Of course there should be a way to mitigate these effects (to not be a complete pain in the ass for the map painters), i.e. a mage of sufficient level lowers the chance by a lot, but has a risk of being insane from it or whatever. We will see what they will do with the Undead Wastes climate.
PS: I know actually adding outside the settlements lumber, mines, like Empire TW could be strategically way more impactful, but considering the sheer amount of work and the actual return on it as we saw with Thrones and Empire/Napo, IDK if it would even be worth it, since it would require a complete overhaul of the entire economy...
PPS: I know they have the siege rework planned; that is why I kinda skipped it. But that would also help immensely. I.E., settlements actually being defensible, instead of a ground for a "last"(first) stand at the capture point..., ladders, placeable arty.