I think it all depends on how you want the game to play out. If you are looking for a more role playing game then the things you highlight make sensible suggestions. You could balance this against the white eyes having an initial non-confrontational stance such as escorting a wagon train, cutting wood, herding cattle etc.
The Indian player could then escalate his actions in line with your suggestions until the white eye is provoked into retaliation. A simple chart might compare the indian actions against white eye retaliation, adjusted by a dice roll to allow miscalculation on both sides.
The problem with this is that the game there is little direct competition between players, at least at the beginning and might not be to everyone's taste.
My thoughts were to run the game more as a Western movie where the Redskins have already decided to attack (or are forced to defend) and thus combat is an intrinsic part of the game. What I was trying to construct in the controlled/uncontrolled activation rule, was the Indians fickle nature to unhinge their plan and also to add a little western flavour such as riding round the wagon leaguer or charging in when success was unlikely. Once uncontrolled no one knew exactly what each band would do. This is balanced by the Indians having more bands that the white eyes.
The indians method of counting coup (i.e. giving up attacks to score tokens)gives them benefits in combat similar to individuals showing off to their fellow braves, which in turn encourages the band to emulate them.
Finally I wanted the war chiefs and medicine men to have some individual traits that could influence their fellow braves but not to treat them as simply officers (which they certainly were not).