Rune Mages are interesting, totally worthless for the first 3/4 of the game and absolutely wonderful for the rest. In the beginning they are just way too expensive, money and lship wise, and it's much more preferable to use your runes, not stockpile them. Later on though extra runes start to pile up and that's the time to recruit some RM. Combine them with black dragons, paladins, and two shooter units (skeleton archers and bowmen are the best IMO) and you have a dream team.
Witch Hunters can have some uses, especially around the middle of the game and only because of their magic shackles ability that don't have the the lship limit (unlike your spell). Later on I had so much initiative that I didn't bother with any shackling. It was much simpler just to pound everything to the ground in the first round with my skeleton archers, bowmen and black dragons (actually that's maybe the biggest drawback of both KB games - the last third of the game is way too easy, there's no need of any finessess and elaborate strategies anymore and most battles are basically over in the first two rounds).
I didn't use orcs, again, mainly because they don't have any decent ranger units (severe distance penalty) and also it takes time for them to accumulate enough adrenaline and start to deliver some real damage. But I can be wrong, since I didn't have the patience to test them thoroughly. But they sure can be tough enemies. It still seems to me, even with the addon, that they're frustrating to play with AND to play against.
Faun is actually a very useful support unit, they finally make royal thorns reasonably useful.
All in all, it's a good addon, although humans still seem overpowered and too bad the devs haven't made other races, especially lizards and demons, a bit more useful. Anyway, thumbs up for Katauri, hope Crossworlds will sell well and cannot wait to play KB2

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