Alright, let's see.
Currently, on my end, the Carn-Dûm Pikemen are still reflecting attacks they should not be reflecting, which has been reported as a bug.
If what you say is true about the Fellbeast, then I completely agree. Flying units are still not up to snuff in the mod, in my opinion. They should be stronger against both siege and monsters. I wonder when the team will be willing to test such changes. Here's hoping haha.
Although one thing, wights are very vulnerable to arrows and heroes, especially arrows. I don't know how often you get Orc achers or Black Uruk archers when you play against Angmar, but when you see someone go extensively on the wights, try that combination. While your orcs are holding the line, have some 2-3 archers among them and have them focus down the barrow wights together, one by one. Each barrow wight should die fairly quickly that way. Barrow wights are slow, so you'll have moments where you can play the micro game against them, which will be in your favour. It might just work for you, it has worked for me a couple of times.
Finally, the Farmhands, were they drafted or in their default state? If they were drafted, they should be stronger than the mordor pikemen, unlike in their default state. At least, if I am not mistaken of course. I suppose I could live with a small cost reduction for the mordor pikes, but keep in mind that the team will probably keep it steady and reduce the costs of the pikemen on the Mordorian outposts as well, in order to keep the design consistent. I am not sure if this is good or not.