I'd like to go over all of your bullet points, so prepare for quite the lengthy answer.
Average time to kill?
I think time to kill should be something difficult to pin down like that. No matter how heavily armored you are, if someone grapples you and rams a dagger in your visor, or your armpit you are pretty much dead, and If your opponent is a lot better than you, or surprised you this could mean it's over after one hit and a few seconds. I guess Caspians three to four hits are meant to apply to unarmored combat, so I'd expect that short of getting your neck broken by a lucky hit with a pollaxe or sth. similar duels in armor could take many, many hits before someone can't keep fighting. I see it more as a death from a thousand cuts (bruises) in that case.
Impact and role of ranged vs melee combat?
This should once again differ greatly depending on how much armor is being worn. The more armor, the less ranged combat, or atleast archery, matters. At point blank range, a warbow/crossbow shot to the visor could still be very dangerous.
The role of ranged combat would be more one of killing the lightly armored, while melee usually does the heavy lifting.
Impact and role of cavalry vs infantry?
Cavalry and infantry are very different in what they can achieve, and what their tasks are. Depending on the terrain cavalry can be very important, but there are situations where infantry is essential.
Cavalry has a great advantage in its mobility, which allows you to maneuver it over the battlefield to strike where it is needed most, and provide support to your infantry. Infantry on the other hand is better suited to protecting sites, and warmachines, or taking positions.
Impact and role of siege engines and technological advantages?
I'd love for warmachines to be an important part of staged battles, while they ofcourse can hardly be used in most skirmishes. They should be key targets for the opponent, because warmachines can be devastating for infantry, which, most of the time, is the main part of an armed force.
Technological advantages shouldn't matter too much, in terms of differences in materials of the same group (bronze to iron to steel) etc. but having a whole technology, the other side doesn't, like metal armor compared to bones and hide should be a challenge to overcome. Not having cavalry in a battle against a lot of cavalry should also be a difficult task (depending on the terrain ofcourse).
Impact of strategy and tactics?
I think organizing your army should have quite an impact. Imagine an RTS where your units had randomized stats ... how would you be able to make any kind of tactical decisions? So organizing your army in a sensible way just gives you an advantage in your ability to make plans and educated guesses, on how well a certain flank will hold etc. Choosing the site of the engagement, aswell as the logistical side should also be important IMO.
Terrain and biomes as well as seasons and weather?
Very important. Though I disagree with some details, that have been hinted at so far. For example armor in hot climates is uncomfortable, but with enough water you shouldn't be hugely impacted. It is a challenge to logistics, that could become a problem for your troops IMO. The terrain decides on the effectiveness of certain troops aswell ... on a plain it is much easier to run around in armor or on a horse, than in some boreal forest on a mountain side.
Armour and weapon types?
I think this should, after your skill and your stats be the most important thing. The way I understood "equipment being less important" is, that the differences between one spear and another aren't going to be anything that decides a combat in most cases, but the differences between someone with a knife, and someone with a sword should be very noticeable. I'd even go so far, to say, that I'd like that in some edge cases even just a competent fighter has to do something stupid to lose the fight vs. a much more skilled opponent.
I am also totally not biased when I say, that I think greatswords are ... pretty great.
Range on vision (fog, etc. to prevent desyncs)?
I really like the idea, that in the thick of battle you can't really get a good idea of what's going on on the battlefield as a whole.
Role of the commander?
To develop a strategy to win the battle.
Officer structures for chain of commands?
I think they are necessary.
OCEAN playing into NPCs behaviour to fight bravely or retreat?
Sounds fine to me.
Sending messages and scouts on the battlefield?
I don't think this will be a thing due to VoIP
Importance of the fact that information in CoE is saved in actual objects you pass on (albeit invisible)?
I don't think this will have much impact on battles, though I really like the concept.
How do you want to feel when you are in the {melee infantry division, cavalry, archer division, on defensive structures, in the open} on the battelfield?
This is a pretty huge question, that was actually what I was expecting to be the sole question when I first red the title of the thread ... would make the post too long, sorry.
How important is sound to you?
Not that important.
How much do you really need to sense around your character?
I think seeing like one or two ranks far should be enough.
What are your thoughts of random hits (e.g. arrows raining down)?
It sucks to be on the receiving end of a random hit, and I doubt the shooter will have a special sense of enjoyment. But yeah, should still be a thing.
What would you like shock cavalry and colision to feel like?
I guess being shock cavalry isn't much different from what you'll be seeing in the jousting scenario. Being on the receiving end should be scary though.
Player skill vs importance of character skill?
Player skill for reaction, devising a strategy, and knowing your opponents moveset or something similar. Character skill to provide the necessary endurance, damage, and complex moveset options.
Importance of armour protection?
Yeah I really, really, really like armor, if that hadn't been apparent by now.
Scissors, paper, stone system?
I don't really see rock paper scissors making for a compelling combat experience, but if you'd have to give each of them something they are good at, and something they suck at, it should be something like cuts are exceptionally deadly for unarmored opponents, but any kind of metal armor is nearly impervious to them, blunt force retains most of its lethality compared to the other two, but if you are not hitting the head/neck, even an unarmored opponent will survive a bunch of hits from a pollaxes hammerhead, and lastly thrusting is the middle ground, a good stab can kill an unarmored opponent, while still being usable against anything but hardened steel plates.
Balancing of PvP on the live server?
I don't think we can already talk about balance at this point, but as long as the depictions are close to reality, I'd rather see balancing over economic factors or the development of new combat styles better suited to dealing with problematic parts of combat, than straight up nerfing stuff.