TenHole,
As one of those folks you mentioned, I'd like to chime in on Kohan and it's supply and morale rules with a few thoughts while Sandy is out.
They definitely are "lite" versions, particularly the supply rule, where all towns/bases kind of act like automatic AoK monks. The upside to the rule, as I mentioned to Sandy before, is the "rush suppression" you get by making it more advantageous to fight near home. You don't get quite the sense of a fragile supply line needing to be defended that I thought would be great for enhancing strategic play though.
The morale rule implementation in Kohan is pretty simple and straightforward. I like it OK, although I would have preferred a little more info displayed somewhere to let me know how my guys were feeling. It felt a little too random to me, which undoes any depth of strategy benefits.
I qualify these comments by adding that I actually returned Kohan after less than a week.
The single-player storyline did nothing for me, and the repetitious unit acknowledgements from the main hero character were too annoying to tolerate. The giant people walking around and attacking the miniature towns/forts (see also: Seven Kingdoms) is also a bad design choice that I find annoying and distracting.