-Cav hammer doesn't stun with spirited charge (on a horse) and neither does the cav sword daze. I have a feeling there's an issue with cav weapons specifically because Heavy Flail and Scimitar works fine ( stuns and dazes ). I'm sure this can be easily fixed.
-I read somewhere that slashing weapons are meant to cause a bleed effect with spirited charge? I'm unsure though.
-Spirited charge deals ridiculous amounts of damage.

This is from spirited charge alone, and 7 weaponmaster + 10 spirited charge just deletes characters ( and on top of that you get dazed ). If you combo it right by flurrying+spirited charging you can deal anywhere between 300 to 625 damage with some good rolls. I understand you are encouraged to let spirited charge "charge up", but since it puts you to 1 APR it delays your attack massively that you're better off just using it mid-flurry.
And it's not a weaponmaster case only, slap 4-10 cavalier on anything that deals damage and watch things just outright get deleted.
-It makes you vulnerable after it goes off? I'm not sure why it works this way, but you're frozen in spot for 2 seconds or so.
-Horses can be faster than haste. It's not a huge difference, but it's large enough that you can easily get away or catch up to somebody. Which is, well, the whole point of being a horserider and that's all well and good but on Arelith -- Going in, dealing 500 damage, running away to heal and do it again -- I don't know how fun that is for the receiving party.
-2 second stun/daze is just unfair. The DC is too difficult to pass and if you're not a STR character you basically will get stunned every time. On the other hand if you have high STR your chances aren't that good either. This is just not cool. AC/Concealment aren't gonna help you against a player who know what they are doing. I don't really know what else to say.
What's more reasonable, then?
1. I'd rather the spirited charge works like divine smite/elemental strike. 1 APR makes the whole thing too awkward to use, you're practically encouraged to do it mid flurry.
2. It should deal less damage. I don't think this one needs explaining. The above is 1h damage too and it's a cookie-cutter WM. If we were to fully utilize tag and run gameplay I'd probably do falchion instead.
3. The stun/daze should have a reasonable DC that all the characters can pass if they are properly built for it. Mind immunity doesn't do much against bludgeoning, it just makes you get knocked down instead which is arguably even worse. It does help against daze at the very least, but this just means that heavy flail/cav hammer ( once it's fixed ) is just a better option.
4. Ride speed should be capped to haste speed. There's no reason for it to go beyond that. Monks were dropped down to 125% for a reason, I'm unsure why there should be a class that can just outright surpass haste speed ( though this might just be a bug ), but at the very least if it was to equal haste you'd make them on an equal footing with everybody else on the server ( vanilla monk speed was removed for a reason ).
5. Let us ride in caves. It's probably a ton of work to implement, but not being able to ride in Underdark feels so lame.
Anyway I wanted to talk about this because I like the class a lot but currently it just feels way too cheesy to play and I'm hoping to see some of these things addressed some time soon.