"The idiotic high point values for cavalry are still there - loss of a regiment of horse is about 10 times worse than having Napoleon captured (lol)."
If you open the editor you can see the values that are attached to cavalry loss; usually 6x1 to infantry. In the BG system it was 8x1. There has to be something there to prevent players from over-using cav.
Villages are there; there's no getting around that, and if occupied by skirms, they are easily driven off by a formed battalion. Rich is right; you can't stack over 250 skirms in a hex or else they become a class A target, like a column.
The cavalry charge system in HPS is good, and a vast improvement over BG where it came after movement; so a cav unit could move 10 hexes by road and then charge in the same phase. HPS eliminates that: Now the charges take place in the beginning of a phase before they move, so they can't suddenly appear. This is a very positive improvement.
The biggest problem that remains is the ability of units to use their full movement allowance and then still be able to melee; which makes every infantry unit in road march column a flying missile to be sent crashing into the enemy line, sometimes from 500-1000 yards away. This is one reason why losses are so high, but they were also incredible high in BG, and like Rich says, this is more about how players play Napoleonic games than about the game system. Jonny