I honestly suggest waiting for another game (possibly the dev's next project) then modding that. Of course, aspects that support both realism and balance are best, but there are many parts of the Warband engine that are counterintuitive to it, especially since it was designed as a single player experience at first.
Didn't see your post for some reason... So, I see your point. Warband with WSE(2) is really not the best way to make a realistic game,
but:
1) It's main competitors are Bannerlord and Chivalry. The first will be released like in a year, or probably later, and it's still a pig in a poke - we don't know anything about how will it really look in terms of gameplay. The second has too bad glitches in the engine that allow completely unrealistic things, and is not worth moding unless admins fix them (game is still actively supported).
2) Lots of people actually want to see a realistic medieval warfare game to play - lots of people joined Warband for it's realism.
3) Because most of things are already done by the dev team, I will just need to change some animations, rebalance item stats completely (I have an almost ready table for them) and, probably, add/remove some models.
That all makes cRPG the best template for a realistic medieval game. We will just need a balance based on realistic combat, changed slightly in a purpose of balance, mainly by changing some aspects that are not really represented IRL: upkeep prices, exact damage, HP and armour values...
The only problem is, even if we are ready to do this all, we will most likely not even be given a deny, but just ignored by dev team and have to mod Warband from scratch, probably using WSE.