You didn't respond properly to my arguments, you assume that I hold positions and that I will lose them which is not right. If you have played long enough you would know that game it's not about that. If you would wish there is no realm in any of the continents that you can't achieve being in leading council positions in less then 3 months due to the fact that you will be more active/responsive ect, so I don't agree that it will be much difference for new players.
In many realms power concentrates because there aren't enough players willing to take on the additional responsibilites that go with a government office, being a marshal, or just generally being involved in the realm's politics. The number of unoccupied Lordships is rising despite the work involved there being minimal and there being a clear IG reward, whilst finding vice-marshals and marshals is hard work even on SI.
These issues will not be solved by this change - if anything they'll be exacerbated as the more active players spread their efforts ever thinner. Even those of us who like to dabble in politics only have so much time and energy to put into this, so for example I currently play in four realms with six characters (including SI) and I have time to be engaged in the politics of two of these, and the military planning of two (with one overlapping).
If I move two of my characters to fresh realms I very much doubt that I'll have time to involve either of them deeply in either aspect of the game as I've already one where I can't find the time to do that, so really they'll just be drones for whoever is performing those roles. They'll be silent like a good 80% of the characters in the game unless they need gold to recruit.
To be honest this whole reform seems more like an exercise in rearranging the chairs on the Titanic whilst ignoring the iceberg ahead. Initial player retention requires a quick hit of fun (which for small realms can be very tough) whilst longer term engagement needs a good mix of realm culture and productive busy work.
Want to keep players? Put some more excitement and non-battle options in the core game mechanics, overhaul the priest and adventurer games so there's less grind, give knights a reason to value their estates and families reasons to acquire gold and prestige, introduce grand hunts and other dangerous peacetime pursuits, let realms pay the ransoms on their captured knights, allow knights to exchange gold and supplies in the field, give each realm a treasury the Banker and Ruler jointly control, expand infils and diplomats into their own subgames of espionage and counter-espionage, also let infils perform ambushes where they can select which enemies they fight, rework the food system so it actually makes sense, let traders purchase from enemies on a black market. Personally I'd also make TOs harder and introduce siege mechanics and engineers so borders shift slower but have a more meaningful effect when they do.
I'd also let every class - Adventurers and Priests included - command troops, use scouts, train in all skills and take part in tournaments. Give everyone a regenerating timepool but only move troops on the existing turn boundaries and nerf regeneration for the cost of command above say 5 soldiers (diminishing based on captain level and leadership), so for people with high activity there's always something to do when they log in but armies still move the way they currently do.
It also wouldn't hurt to increase support for the RP side of the game. Make storing RPs and messages in the wiki a one-click process, and integrate wiki data into region and character pages. BM has a deep IG history of which very little is easily accessed by new players.
I know Dev time is at a premium and even one of these changes would require a fair bit of work. But given the choice between telling players to change how they play existing characters or leave, and changing how people play by giving them new things to do, the latter strikes me as a much better option for the longterm future of BM.