After going through the stats of nords, rhodoks and sarranids; some things I have noticed:
In general, ranged units has the best athletics values. Infantry has the second best, and of course cavalry has the third best athletics values.
Sarranids
-Have very good armors and weapons, but have very low power strike values. Their archers have 0 and their inf/cav has 3. What they lack in stats, they make up with their equipments though.
-Their units have lower athletics compared to nord and rhodoks.
-Their infantry and cavalry uses spears and one handed swords.
-Their archers' rate of fire is quite good too, and have good armor to keep them alive. Also they use barbed arrows, horn bows or nomad bows. Can spawn with a knockdown weapon.
-One thing to mention, their infantry can use jarids.
-What makes this faction good is their equipment mostly. They have very good armors, good weapons, their cavalry rides destriers and overall their unit setup can support each other nice.
Rhodoks
-Their crossbowmen are simply perfect. They use sniper crossbows, military picks, military hammers, medium armor and high tier pavise shields. They have 4 power strike, which is better than sarranid infantry. Looks a bit OP probably, but their weakness is their rate of fire and the required stationaryness of crossbows. Can be susceptible to cavalry charges (they eat nord scouts alive though).
-They have very strong infantry as well.
-Their cavalry has the same stats as nord scouts, but they use light lances instead of war spears and they don't have javelins (hardly matters anyway).
-Seem like the best on paper, but they rely on stat strength in my opinion. Their weakness is they have weak cavalry and vulnerable crossbowmen (while reloading, due to AI behaviour). Might be better than nords, but I believe they are evenly matched towards sarranids.
Nords
-They have very strong infantry, which can also use throwing weapons. They can spawn with a knockdown weapon.
-Their archers use longbows, but they don't have enough archery skill to handle those bows. They suffer highly from rate of fire and accuracy. They use long bows and bodkin arrows.
-Their archers can use two handed axes and have very good melee stats. What they lack in archery, they can make up in close quarters.
-Very weak cavalry.
-Less useful archers combined with very weak cavalry makes this faction only competent at infantry charges, which; in my opinion, is a very straightforward strategy. They have the potential of becoming a strong infantry faction, but pure infantry tactics are bound to lose without proper ranged or cavalry support in my opinion. I think the problem with them is, their units do not supplement each other.
Edit: Didn't play with vaegirs yet, but I can imagine the rage in khergit games. The thing is; khergit horse archers have 150 archery, vaegirs have 140 archery, sarranids have 130 archery and nords have 120 archery. (xbow wpf works a bit differently to compare)