Yes, why are we getting units that are practiclaly useless at level 1? And why is the enemy getting units that are better than our units?
For example, Dryad versus Mist Walker:
Dryad at level 1: Movement 3, Range 4, Initiative 17
Mist Walker at level 1: Movement 4, Range 4, Initiative 21, Strike Back 1
So the Mist Walker has better movement (making it much easier for them to reach our units), better Initiaive (giving them the first move), AND has Strike Back so they retaliate when attacked. The last part is especially bad for elves, sicne they have no long range units. Humans get the Priest (range 5) and the Cannoneer (range 8) - both can stay out of Mist Walker Range. Elves, on the other hand, get Golem (range 3) and Sorceress (range 3) - both are forced to get within enemy attack range to be able to attack, and so get additional damage from enemy retaliation (which means more losses).
The last part emphasizes a major issue with the current combat balance: Range is EXTREMELY important (especially with all the obstacles on the battle field), and thus Humans have an advantage over elves. This is also why on the EN server I switched from using Bud Sorceresses to using Blossom Mage - the latter has much better range (5 versus the Sorceress' 3), thus reducing both the damage they take from enemy retaliation and the impact obstacles have.
Another example how important range is: Human Paldins have range 2, allowing them to strike enemies on the other side of an obstacle. Elven Treants have a range 1, forcing them to go around said obstacle to strike the same enemy, resulting in more damage and more losses.