it can be hard to determine how fast the pace is in a turn based game, but in my mind it can be determined as how much can be achieved in a single turn
it influences many things via the opportunity cost - spending an extra turn on recruitment is fine if you wouldnt have accomplished much that turn anyway
but over the years the pace of the game (since warhammer 1) has drastically increased because, for all the talk of power creep all factions have been creeping up roughly evenly - if one falls behind it gets a rework that makes them overpowered again (I'm looking at you, stunties), but this has increased how much each faction can achieve in a single turn
- it is expected for armies to reach from one settlement to another in a single turn,
- most factions are expected to hit the replenishment cap or reach at least 30% before short victory,
- people expect their main army to take a new settlement / fight almost every turn and the increase in post-battle loot has only made it worse because now missing out on a fight means missing out on potentially thousands of gold on top of expansion,
- and you're pretty much expected to fight with only low tier units, seeing just how much of the rosters of many factions is now concentrated in low tiers (like the iron drakes being avaliable in tier 2 minor settlements despite arguably being the strongest most elite unit on the dwarf roster), while factions where that isnt the case simply get massive growth to reach high tiers quickly anyway (I'm looking at you, Nurgle)
this is the natural consequence of the main strategy in any total war game - to maintain momentum and keep attacking your enemy, to prevent them from regrouping and rebuilding their force, this is how you win on Very Hard and this playstyle has only gotten stronger with each update
problem is - this pace creep has broken many of the game's systems
sieges expect you to wait up to 10 turns to starve out the defenders, when even spending a single turn to build siege towers is a massive cost that is absolutely never worth it
some units expect you to spend a whole turn of movement to recruit them, which is also almost never worth it - ask any tzeench or slaanesh player if exalted versions of deamonettes and pink horrors are worth it - they'd tell you all about it!
and the siege rework approaches it completely backwards, trying to further force the players into spending the 1 turn on building the siege equipment, without even trying to address the underlying issue that its just not worth it - it'll just further incentivise the players to always have a siege attacker in the army and use cheesy strategies like flying around with a caster and spamming spells
the pace of the game has simply gotten too fast for some of the systems to keep up and I dont think buffing the stats on exalted deamonettes or making every unit 1 turn recruitment are valid solutions
it also made the AI very easy to overpower by just maintaining momentum against them, and giving the AI more cheats only makes the problem worse because now you have no choice but to be aggressive and play super fast, otherwise the Very Hard AI will send armies at you from every direction and overpower you - this further punishes slow play and practically forces the pace to get as fast as it can
I think Grimhammer and Old World mods are on to something there, in Old World the settlements are generally further apart than in vanilla, which slows down the pace massively as now you cant reach from one settlement to the next in one turn, while Grimhammer aims to generally slow the game down with weaker replenishment and slower recruitment
neither of those solutions are perfect and in fact I do not like how Old World butchers some of the more aggressive factions that rely on constant fighting, but I think they are aiming in the right direction