So:
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Give them Wary Fighter or another skill that, by default, halves incoming damage. Getting doubled means that you will take twice as much the damage you would otherwise receive and this slightly hinders or directly nullifies an Armor Knight’s main perk.
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I like when Armor Knights can use another weapon at base. I’d give them Swords, simply because you often get an Armor Knight in the first few chapters of the game and these chapters are usually filled to the brim with Fighters. Facing Weapon Triangle disadvantage doesn’t only make Armor Knights less reliable when it comes to hitting, but sometimes means that they will take more damage, again nullifying their selling point. Upon hitting their promotion to General, I’d give them access to Axes, letting them have full control of the Weapon Triangle.
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Buff their base stats and don’t give the player a mid-to-late game unpromoted or trainee Armor Knight. Armor Knights should feel like Oswin: impregnable walls that can staunchly stop enemies from advancing. I’d probably give an Armor Knight very early to the player (like Oswin, Draug or Bors) and then, if a new Armor Knight were to surface, they’d either have a very high level (around 10, near promotion) or even be a pre-promoted General, joining the likes of Jerrolt as an early-mid game pre-promoted unit.
One thing I would not do however is to buff their movement: yes, I know that by merely giving them 1 more point of movement you would basically solve almost all the problems that plague the class, but I feel that it would make Armor Knights less unique. I’d rather have Armor Knights be strong members of my army due to their other merits than by merely having them move as fast as other units.