In addressing Luthor's list, it is a very creative list in my view and several parts of it were well thought out. I'm not much of a critic so I'll spare you any opinions of what to improve. I just hope my own list and ideas will look as good as yours.

Concerning Bretonnia on the mmo front if it had made it into Age of Reckoning. The worst outcome of this would have the experience feel copy-and-pasted from the dark age Camelot mmo.
I don't know, DAoC was pretty cool, from everything I've heard.
Oh indeed it is a good game, I meant no offense to it, I was just worried of people not familiar with warhammer of looking at mmo pictures of Bretonnia and assuming it is another generic fantasy setting.
This is what I would want for Bretonnia:
Quick thoughts:
Ugh, no Gilles and no spirit-Louen, please. Don't get your End Times all over my Bretonnia. Just keep the Green Knight, though preferably make him worth taking.
That's a bit of a problem concerning a new armybook isn't it? As the "Barony of the Damned" supplement and wood elf armybook lead up to the End Times events wouldn't the Bretonnian book be set after?
No Heavens on the Prophetess any more? I was thinking it might be nice to allow Light and perhaps even Fire. Maybe restore the old Empire-educated court wizards as well. I'd like a Merlin or two.
I was heavily considering such a character for my ideas on a new Bretonnian armybook, however, I worried it would have been difficult to set him up in the my list. If he was going to be in my list I was going to put him alongside a vagrant faction "The bountied brotherhood" but it was a toss-up between him, a druid of ancient arts who used beast and shadow magic and a disgraced captain who brought along a unit of swivel guns (from the 4th edition I believe). The captain won out to appease the many people wanting crossbows and cannons, his swivel gunners bring a Bretonnian flair to the idea at least.
Moving yeomen to core is nice, and gives them a reason to exist alongside pegasus knights.
Regarding spirits: the fate of the boy-children is only mentioned in 'The Court Beneath', but that story sucks, so let's not bother. I'd rather keep them mysterious or else redo a lot of the kidnapping backstory. In any case. Ghosts are a Vampire Count thing. You might be able to do a bit with spirit knights, I guess.
Agreed on the yeomen but disagree with the spirit knights. Such mysterious beings should only be under the control of the Lady and not a honorable general.
Now then, on to my ideas for a Bretonnian army list. I'll skip most things concerning points and unit stats as I am not good at balancing such things. I'll leave characters up to debate but believe we should have alot of them and most should use our special equipment from the 6th edition as a new armybook will limit our magic items.
Virtue fix:
-Virtue of the Penitent, hero becomes unbreakable and gains re-rollable ward saves. Cannot take magic equipment or be the Army's general. Can be placed on foot, mounted on warhorse or mounted on pegasus.
-Virtue of Discipline, hero and the unit he is with remain steadfast even if flanked and enemy does not receive +1CR for flanking.
Army list-
Heroes:
-Lord
-Prophetess
-Damsel
-Paladin
Core:
-Knights Errant
-Man-at-arms
-Bowmen, gain mantlet upgrade, replaces stakes if purchased and acts as heavy cover vs range attacks. Can be moved with unit but is destroyed after single round of melee combat.
-Knights of the Realm
-Yeomen
Special:
-Pegasus knights
-Questing knights, can use either great weapons or morning stars.
Rare:
-Trebuchet
-Shrine of the Lady, placed with units with the peasant's vow (if put with yeomen they lose fast cavalry rule). The unit becomes stubborn and gains hatred along with receiving the Lady's blessing. If unit has ranged attacks then they become blessed arrows that are strength 4.
Special hero choices, known as Valiants. They do not count toward hero percentage but can only have one per 1000 points. Valiants cannot be army's general.
The King's Champions.

Paragon of the Grail:
-Has stats of the Lord choice and has the Grail vow.
-Is equipped with lance, shield, hand weapon, heavy armor and rides a Bretonnian warhorse.
-Allows you to take a unit of Grail knights. (Does not have to be put in the unit)
- Unit the hero joins gains strength four stomp on charge and attacks count as magical.
The Royal Tactician:
-Has stats of the Paladin and knight's vow.
-Equipped with lance, shield, hand weapon, heavy armor and rides a pegasus.
-Units with knight's vow within 8" of hero can re-roll leadership tests to reform, peasant's vow units must be within 6" to do so.
-All pegasus knight units gain +1CR when in combat.
Knight of the Bastion:
-Paladin stats with knight's vow
-Equipped with morning star, shield, hand weapon and heavy armor.
-Replace all Man-at-arms champions with foot knights, champion gains extra attack, +2 leadership and unit re-rolls failed armor saves.
-Unit that the hero is in becomes stubborn and re-rolls armor saves.
-Blessing of the Crown:
*When you have all three of a factions Valiants on the field you gain a army wide ability.
-Units with the blessing of the Lady can re-roll failed leadership tests.
The Lady's heralds.
Seeress of the blessed:
-Has Prophetess stats and a lvl 4 wizard that can learn life, beast or light.
-Equipped with hand weapon and rides a Bretonnian warhorse.
-Allows a knight unit to use one light spell from the first four choices as a bound spell.
*loses bound spell if they lose the blessing.
-Unit she is with re-rolls ward saves vs enemy magic targeting the unit.
Dame of the Rose:
-Has Paladin stats and knight's vow.
-Equipped with lance, hand weapon, heavy armor, shield and rides a Bretonnian warhorse.
-Questing knights become Defenders of virtue, they gain 5+ ward save and are stubborn.
-Hero has killing blow and as long as hero has the blessing the hero gains +1 attack and unit with hero gains re-rollable ward saves.
Crusader of the Grail:
-Has Paladin stats and vow of the quest.
-Equipped with morning star, hand weapon, heavy armor, shield and rides a Bretonnian warhorse.
-Allows you to take a unit of Grail knights.
-units with blessing gain hatred, unit with hero re-rolls wounds and becomes immune to psychology.
-Favored by the Lady.
*Do not have to pray for the blessing and units with the blessing can re-roll ward saves.
The defenders of the Realm
Lord of the Hunt:
-Has Lord stats and knight's vow.
-Equipped with lance, shield, hand weapon, heavy armor and rides a Bretonnian warhorse.
-Allows the use of Hobelars.
*Yeoman without bows but with +1 strength and toughness.
-Unit joined by hero and has knight's vow becomes fast cavalry.
Knight of the Lists:
-Has Paladin stats and knight's vow.
-Equipped with lance, shield, hand weapon, heavy armor and rides a Bretonnian warhorse.
-Unit's with knight's vow can re-roll hits on the charge and gain +1CR.
-Unit with knight's vow joined by hero can re-roll wounds.
The Traveling Troubadour:
-Has Paladin stats and knight's vow.
-Equipped with hand weapon, light armor and rides a Bretonnian warhorse.
-All musicians are replaced with minstrels and gives units +1 leadership.
-Unit with hero can re-roll leadership tests.
Guidance of the Lady.
*Units with the blessing don't have to take dangerous terrain tests.
The Bountied Brotherhood.
Fallen champion:
-Lord stats and has questing vow.
-Equipped with greatsword, shield, hand weapon and heavy armor.
-hero has killing blow, ASF and makes unit he's with stubborn.
-Units with peasant's duty that are within 12" of the hero use his leadership and become stubborn.
The Bowmaster:
-Paladin stats and has peasant's duty.
-Equipped with longbow, hand weapon and light armor.
-Bowmen champions are replaced with rangers, bowmen gain +1BS and re-roll hits.
-Hero has sniper and killing blow, the unit hero is with gains the scout rule and front two ranks fire twice.
The disgraced Captain:
-Paladin stats and knight's vow.
-Equipped with hand weapon and light armor.
-Allows the use of Swivel guns.
*special choice with move-or-shoot and armor piercing, has strength 5 attacks.(bowmen stats)
-Hero gives his unit re-rollable leadership and ambush rules if unit has peasant's duty.
Strength of the People.
*Units with peasant's duty gain +2 LD and +1WS.
The Black Court.
Sorceress of Shadows:
-Has Prophetess stats and is a Lv4 wizard of shadow and death magic.
-Equipped with hand weapon and Pegasus.
-Can have either a chimera or hydra.
Knight of Dread Omens:
-Has Paladin stats and questing vow.
-Equipped with great weapon, shield, shield, hand weapon and rides a Bretonnian warhorse.
-Makes questing knights become Exiles, they gain hatred and cause fear.
-Hero re-rolls hits and wounds and unit he is with causes fear.
The Macabre Jongleur:
-Damsel stats and is a Lv2 wizard of shadow magic.
-Equipped with morning star and light armor.
-Units with peasant's duty have their champions replaced with troupe of demise, enemies have to re-roll successful hits against those units.
-Hero makes enemies re-roll hits against the hero's unit and gives the unit poisoned attacks.
Aura of Miasma.
*Units with the blessing replace the ward saves with poisoned attacks, negates abilities reliant on the blessing.
Those are my ideas, the valiants are to lend a variety to the army by unlocking new units or abilities for you soldiers. An example is by taking the Knight of the Bastion you can focus on a heavy infantry force. I'll edit more sketches and rules later when I have time
Hope you lads like my ideas.

Edit: finally put down the rules for the rest of the Valiants. If you lads like the idea I might make concept sketches to go along with them.
