My take on it, including the adaptions I would make with the changes I suggested in the engineer 8.0 thread.
State Troop – 4 pts (Unit Size: 10+)
M4 WS3 BS3 T3 I3 W1 Ld 7
Base equipment: Hand weapon, light armor
Command upgrade as normal.
Equipment Options: May choose one of the following: halberd or spear for + 1 pt, or pike for +2 pts per model.
May take heavy armor for +2 pts per model
May take a shield for +1 pt (may not be combined with heavy armor)
May take second hand weapon for +1 pt per model
may take great weapons for +2 pts per model
+1 WS for +1 pt per model
This allows the use of the so called duellist type troops with a heavy armour option.
As per engineer rules one unit per 2000 points may be armed with grenadoes, range 8 inches.
May have 2 detachments up to half the unit strength each
may be a detachment, if used as a detachment may take Forlorn hope rule +2pts per model (immune to psychology and skirmishers)
Missile Troop – 8 pts (Unit Size: 10+)
M4 WS3 BS3 T3 I3 W1 Ld 7
Base equipment: hand weapon
Command upgrade as normal.
Equipment Options: May take either a handgun or a crossbow for free (not both)
Light armor +1 pt per model, Pavise +2 pt per model (+2 AS, -1 move)
as per engineer special rules one unit per 2000 pts may be armed with Firelock Hand guns which allow the soldiers to move and fire as an archer does, +2 points per model. (must be led by a journeyman engineering tech)
+1 BS +2 pt per model
May have 2 detachments up to half the unit strength each
Militia – 4 pts (Unit Size: 10+)
M4 WS3 BS3 T3 I3 W1 Ld 7
Command upgrade as normal.
Free company:
Base Equipment: Hand weapon
Equipment Options: May take one of the following: additional hand weapon for +1 pt, great weapon for + 3 pts or spears for + 1 pt per model
May take light armor or a shield for +1 pt per model
may take one or two pistols per soldier for +2 pt's per pistol (hows this warlord?)
May skirmish for +1 pt per model
May be detachment
May also take forlorn hope rule may not be combined with skirmish (duh)
Archers:
Base equipment: Bow, handweapon
Command upgrade as normal.
Equipment Options: May take a longbow for +2 pt per model
May take light armor for + 1 pt per model
May skirmish for +2 pt per model
May be detachment
Huntsmen – 10 pts (Unit Size: 5-10, 1 per 2K pts, does not count against the core minimum)
M4 WS3 BS4 T3 I3 W1 Ld 7
Base equipment: longbow, handweapon
If an engineer is present in the army may take special dropping block handguns +3 pts range 30 s4 -3 as
May take a marksman and/or a musician for +5 pts each.
may be led by a journeyman engineering tech
May be detachment, but if is a detachment may not have command.
Heavy Cavalry – 14 pts (Unit Size: 5+)
M4 WS3 BS3 T3 I3 W1 Ld 7
Base Equipment: Spear, Hand weapon, warhorse
Command upgrade as current knights.
Equipment Options: May take a lance +2 pts per model
May take light armor +1 pt per model or heavy armor +2 pts per model
May take barding for warhorse +3 pts per model
Knight Upgrade for + 9 pts per model
Includes Lance, hand weapon, FPA, shield, barded warhorse
Knight stat line
M4 WS4 BS3 T3 I3 W1 Ld 8
Command upgrade as normal.
Mounted Options:
May take a great weapon instead of a lance for -1 pt per model, loses shield (-1 AS)
or May take brace of pistols for +2 pts per model (also loses lance and shield) also BS4 not WS
May take away barding on horse for -3 pts per model
Dismounted Options (Unit Size: 10+):
Base Equipment: Great weapon, hand weapon, FPA
May be dismounted for -14 pts per model
May trade greatsword for spear for -1 pt per model
May trade greatsword for shield for -1 pt per model
May trade great weapon for Halberd or pollaxe for free
May upgrade either knight option to Inner Circle/veteran for +4 pts per model (makes the unit a special choice) +1S,WS
may also add to either mounted or dismounted options the following psychology rules.
Stubborn,+1 infantry +2 Cavalry
hatred +2
cause fear +3
ItoP +3
Frenzy +2
Impetuous/capricious -2 (at the beginning of each turn roll a d6 on a roll of one the knights will bicker amongst themselves, otherwise they will always move at maximum speed towards the nearest enemy)
Adding any of the psychology rules will make the unit a special choice, only up to 3 choices may be chosen for a given unit. (Beyond that look to the flagellant ranks for these troopers)
Light Cavalry – 11 pts (Unit Size: 5+)
M4 WS3 BS3 T3 I3 W1 Ld 7
Command upgrade as current knights.
Base Equipment: Handweapon, warhorse
Equipment Options: May take a spear +1 pt per model
May take a bow +2 pt per model or a brace of pistols +4 pts per model, or
May take a Repeater handgun +4 points per model or a brace of repeater pistols +6 points
May take light armor +1 pt per model, May take shield + 1 pt per model (if both are taken, light cavalry is no longer fast cavalry)
May have +1 BS for +2 pts per model
may be led by a journeyman engineering tech.
Also all gunpowder weapons may move and fire for the first shot of the game, after that they must reload.