better late than never, so ...
we have played that game a few times now, coming more and more to the well known rule that the more scenarios, missions and terrain the better for the game.
So far, the Bushi can deal a hell of a punch, making japanese sword-fights as they should be ... quick and bloody, usualy for the non-Bushi.
The heavy armour is quite the deal. But that is talking about the Bushi in the less-minis-but-rank3-or-higher version.
However, since we started not just to meet in the middle, but doing missions with say 3 mission-markers far from each other, the game starts to be really really exiting.
I think with ronin, lots of terrain - to counter some bowmen - and all sorts of scenarios is the key.
We also gathered, that as soon as we will paint more peasant for 4 points (I mean FOUR points!!), samurai will have a ... well, not hard, but long time to hack themselves through all the cannonfodder. And to counter one peasant, controlling the marker far away, you need a samurai to do the same, but much more expensive.
I do play Sohei, planning to start ikko-ikki, when I have painted enough peasants. ^^
I played Bushi just at the beginning to get into the game.
Our conclusion is that Ronin is a slender, elegant set of rules, with more depths than expected at the beginning. So far, we were never bogged down in sticky slow-motion fights for endless turns, with no outcome. The fights are quick, but the game's end is often still open, depending more on tactics, than on profiles.
But usualy- though not always - the rank decides, which is quite realistic and peasants are still important (although they die quick).
It is important to know which fight to pick with which mini, for what reason and to which situation.
We are not disappointed but still more and more impressed.
best wishes
DK