To my mind there is also a lot of need for improvement since SK is still dominating. To your suggestions: I think they are too intense and would probably kill SK as harmony nerv did to SC.
1) Blacksmith - This HAS to go to 5P. No 4P card should able to hold charges and can target units. And even at 5P it should be like Cooldown 2, reduce Cooldown by 1 when playing a Warrior.
To my mind Blacksmith is somehow between 4 and 5 as warrior became much more important. I would solve this issue with decreasing strength to 3 and give one armour
2) Harald the Cripple - Should NOT do piercing damage, and, should be limited to playing only a 4P warrior. His current value ceiling is at trolling level. In his current form he can even be a 15P card and still be included in all warrior decks.
To my mind each fraction´s evolving card should be somehow the same value. If you want to evaluate those leader you have to evaluate the powerful deploy action and the passive Action and potential synergies. I will do for each and every leader, as the base value of all those is the same with 5. I start with the perceived strongest and go to the highest.
a) Eithne: Deploy two young dryads (value of those should be 6 to my mind as I would argue that symbiosis has a value of about 1;
Eithne has symbiosis as a passive ability (also 1 point). So here overall value in round 3 would be 13.
b) Jacques Aldersberg: Deploy two flaming rose footman (value would be 5,5 to my mind as they have potential synergies in swarm decks, with the one being damaged by missing firesowrn tokens and with fallen knights; Furthermore the coins could theoretical also be saved).
Passive ability appears to be much stronger. Usually Jacques is played very early in round 3 (only playing Fallen Knight before makes sense as they get 2 points from Jacques). So he gets an additional point potential of round about 5 if not removed. The passive ability I would count for 3,5 points due to the danger of removal. So here overall value in round 3 would be 15.
c) Auberon: Create and play a WH bronze (6 points as it is boosted by 1 automatically. And the drawn card usually has at least a value of 5).
Passive ability: Is smiliar to Jacques but I would evaluate this with 4 points due to lower danger of tall removal. So here overall value in round 3 would be 16.
d) Usurper: Create and play two operatives (7,5 points due to high synergy with aristocrates, Impera Enforcers, Assimiliate, Thirsty Dames and potential to spam the deck). For the passive ability I would only give round about 2,5 points. The reason is that usually the aristocrates and other spying agents are played before Usurper and there are not so many fitting agent cards. So here overall value in round 3 would be 16.
e) Harald: Play a bronze warrior from your deck (6 points assuming Greatswords is the target and directly boosted or similar engine.
For the passive ability I would also count 6 points. Reason: High probability that it causes synergies (Greatsword massacre or blood thirst). Usually, not often removed as removal cards has already been spent for Greatsword/Dragur. So here overall value in round 3 would be 19.
If you limit to non piercing damage the passive ability I would count for 4,5. And for the deploy activity I would count for 4 points. Then Harald would be round about 14,5 (being the second worst after Eithne).
I would limit him to 5 and abolish piercing damage. Then he would have a decent value of round about 15,5 and Greatsword massacre would be siginifantly reduced.
3) Skjordal - He should be 9P at least or even 10P since he is always played at R3 for insane value.
Would leave him as he his. But add one additional condition: Damage himself by 3 minus the cards your opponent has in his hand. If played so late that your opponent has no chance to react your value also gets reduced.
4) Blood Eagle - Should be 11P at least. It can be 12P and still pretty powerful.
Still love my old idea:
Damage an enemy unit by 2 then play a warrior from your deck with max 5 provision cost. If it has higher provision costs damage it by one for each difference.
Deathblow: Increase the limit by 2
Bloodthirst 3: Increase the limit by 2
=> Fits much better the Skellige Nature and weakens the card
5) Second Wind - should be limited to 9P or less and his provision can go back to 14P.
Would leave as it is but add one additional thing to keep druids competitive:
If you play a bronze unit increase its strength by 4.
Additionally, I´d like to highlight my previous ideas again:
Morkvarg: decrease strength to 4
=> Usually he creates much more value than 6, as usually he has good targets. So a small nerv might be justified.
Wild Boar of the Sea
-> Give Initiative to the Second Strike