I don't think it's possible for them to have skillfull combat unless they decide to completely overhaul the entire game. The game seems to be built with twitch-skills in mind, considering there are barely any abilities like in other MMO's. Isn't that really the point of why we are playing in the first place? That it doesn't have the abilities and tab-target combat like all the others?
It's fine by me if players find it hard when things are going fast, you plop them down in a basketball court around professional players and I'm certain they would have a hard time keeping up there aswell. It's not my problem that they want it easy and have everyone else dragged down to their level. If they don't want to lose against better opponents, then stay away from them and only play against players you are comfortable with.
Movement will be slow on foot regardless what they add, so why would it matter if magic was added or not, or mounts? Chasing, or being chased is the same regardless if you carry a sword, bow, or your fists.
Sorry, having a hard time tracking what you're lobbying for. You want movement speed to be faster and think people are against it because it favors twitch players?
Neither of those are my position (being against fast movement or twitch skills being an advantage). I'm simply saying that you can't focus on "is combat movement speed fast enough" as a global topic. It should be "Does combat/movement in full plate with a two handed sword feel satifying/fun?" then "How about combat in leather with a short sword, does that feel appreciably faster, am I able to outmaneuver/catch up to someone in heaver armor?"
All that has to be focused on/tweaked first prior to broad changes to movement speed, otherwise you are raising some boats (say making movement in heavy armor feel faster if it feels too low) while raising other ones too far (now leather armor is way too fast, or it's the same, which isn't how it should be).
As far "kiting" and chasing someone down, yes, someone in ligher armor should be able to sprint and catch up to a fleeing heavy armor player easily. In equal armor, there need to be mechanisms to catch up to fleeing opponents (already exist to some extent in that you move slower when hurt) including things like slowing magic, hitting a fleeing person with a bow if you can. But I'd say those are second tier changes after tuning the general feeling of movement in combat so that when you're engaging with someone it feels like you can move in and out of combat range, get swings in in a way that feels satisfying and appropriate to your gear choices.