Hey, unfortunately I have to agree with Jay about the map size, I know the feeling of wanting to capture the feel of FE 6 [I too love FE 6] but just looking at your maps in the provided screen caps, almost all look like it takes 1-2 turns to even see any combat.
Your chapter 2 exemplifies this, those brigands are unlikely to reach the player with their move and, I assume the armours don’t move but, if they do that just turns it into turn 1 move everyone down turn 2 fight knights turn 3 move units, turn 4 move again or fight soldiers [depending on soldiers A.I].
This is the problem that I believe Jay was getting at the density of enemies leaves a lot of down time [and not the good kind] the closet FE 6 map I can think of is it’s Ch 2,
FE 6 Ch 2 Map

In that chapter you are right up at the first group of enemies and most of your army can reach them to either tank on enemy phase or you can take them on right away, fe6 Ch 2 also features the Dieck squad, once the Diek squad shows up they immediately face enemies and this improves this map in two ways
-
It encourages the player to hurry due to the Dieck squad’s limited healing [but not too harshly since it’s Ch 2]
-
It has the player face combat on the down turns moving in the Roy squad. Fe6’s Ch 2 is also very much smaller than your Ch 2 and catching up to the Dieck squad also only takes one to two turns [usually] after your done with the first enemy group this further alleviates the down time
Point 1 doesn’t matter too much since you seem to have a grasp on anti-turtle but point 2 is very much applicable as many of your chapters have low enemy density compared to the map size
The FE 6 map has 19 enemies in a 19x19 area however, it uses much less actual space the top 3 rows of tiles are mostly cosmetic [aside the Armory] and the centre mountain cuts 1/3 of the map making more dynamic and purposeful
Compared to your map of about 20 enemies and a size of 24 across by 18 down, your map tries to use many more tiles as actual map space drastically decreasing the enemy density compared to fe6’s map by default your map is also larger increasing the issue
I see two easy solutions for this map
- Add more enemies [especially before the armours]
For example

- Remove some tiles across [and add a couple enemies before the armours]
For example

[The red tiles is what I would remove][I’d also move the village up a little bit]
Overall most of the maps are a good staring points however remember to look at enemy density don’t focus on big maps to match FE 6’s style I did this in my hack and it was not fun
Reworking of my Ch 1
From this
To this

Enemy density and size where the main issues The amount wasn’t altered too much but the smaller more focused design makes the map more fun [IMO anyway I haven’t gotten any feedback yet]
Regardless good job on doing as much as you have any way it is admirable especially since this seems to be more of a fun do it quick hack and those have their place.
Your doing it right if your having fun.
[Please tell me if this analysis sucked my opinions may be bad]