This is not a debate of three rows vs two rows, but about what a row means and how it impacts the gameplay. My suggestion would work for both two and three rows.
Intro
CDPR wanted Homecoming to feel like you're playing on a battlefield (some players wanted a tavern feeling, though). You deploy units on the field and use their ability to damage an enemy. Furthermore, leaders stand on the field and give orders. Going with this theme, there is still one thing lacking: the weight of the rows. What I mean is that currently there is almost no difference between the melee and ranged row, except for a few units with reach. Normally, on the battlefield, the front (melee row) is often the most dangerous. Homecoming does not have that feeling. The melee row is still safe.
Suggestion
My suggestion is to make the melee row feel more dangerous (and the ranged row more safe) by giving it a high risk, high reward play. For example, when playing a unit on the melee row it will do four damage instead of two. Similar, when playing a unit on the ranged row, it will get +1 armor to protect itself. You play your engines on the ranged row to protect them, while sending in the cavalry on the melee row to attack. This is just one simple example. The result should be that the melee and ranged row have a different weight to them. Incidentally, units like Triss: Telekinesis are a poor implementation of the row system because you always want to use their deploy ability.
Intro
CDPR wanted Homecoming to feel like you're playing on a battlefield (some players wanted a tavern feeling, though). You deploy units on the field and use their ability to damage an enemy. Furthermore, leaders stand on the field and give orders. Going with this theme, there is still one thing lacking: the weight of the rows. What I mean is that currently there is almost no difference between the melee and ranged row, except for a few units with reach. Normally, on the battlefield, the front (melee row) is often the most dangerous. Homecoming does not have that feeling. The melee row is still safe.
Suggestion
My suggestion is to make the melee row feel more dangerous (and the ranged row more safe) by giving it a high risk, high reward play. For example, when playing a unit on the melee row it will do four damage instead of two. Similar, when playing a unit on the ranged row, it will get +1 armor to protect itself. You play your engines on the ranged row to protect them, while sending in the cavalry on the melee row to attack. This is just one simple example. The result should be that the melee and ranged row have a different weight to them. Incidentally, units like Triss: Telekinesis are a poor implementation of the row system because you always want to use their deploy ability.