Sorry, here's a more fully fledged analysis of the mechanics changes.
"The explore formula will be re-examined with an eye to allowing relatively small provs far cheaper costs."
Although that will help things, simply allowing tiny provinces to explore is not going to solve the problem. Exploration needs to be a means of bringing new acres into the game, not just a way to use your pool every now and then when you get chained. My previous explore-cost suggestion is far better, and most likely easier to implement.
"The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed upon reaching a certain hostility level, which is yet to be decided."
Not a bad idea. Perhaps better though would be to make the protection symmetric (both sides get protection) rather than to remove it completely. Of course then ops would be all-powerful...
"Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth."
An improvement, but the meter is so high it's extremely rare that it is ever hit. The cap used to be 60 hits; would it be feasible to drop it back down to that level?
"Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be 10% honor or land generated based on your kingdoms current honor/land. The reward will be allocated more heavily towards provinces with less land/honor."
Magically creating acres and honor out of nowhere is an extremely bad idea, and completely unnecessary. 10% honor loss is high, so decreasing that is viable. But there is no reason to give magical acres either, and giving a choice on the matter implies a high developer amount of work for little return. Again, my pool-change suggestion (dicing comes ENTIRELY from the pool, is double strength what it is now with double the guilds requirement, and you get 125 acres/hour of pool) is a lot easier to implement and is going to accomplish practically the same thing with far less abusability.
* Sabotage damage mods will increase the cap, watchtowers will decrease it.
** halfer solds will be at 3 NW due to their higher power.
Good catches. 2/2 soldiers should probably only be 2 or 2.5 networth though. Soldiers are already not very nw-efficient.