I think you have a really interesting and worthy goal: a minis game for boardgamers.
It’s also a hard goal!
Eurogames (I assume that’s what you mean by “boardgames”) tend to be low interaction, with gameplay hinging more on efficiency than causing direct loss to the enemy — the opposite of minis games!
And most minis games are huge and complex, with many pieces. They are rarely very “tight” in feel: there is a lot of redundancy, and the numbers of possible moves — and when to make them — is large. Whereas Euro games are much more constrained, and every move matters maybe a little more.
So that seems like two tightropes you must walk to be successful: having tight enough rules, and to balance head-on aggressiveness with a need to efficiently use resources.
I have not played your game, but it looks like it is too much like a simplified minis game now; possibly too “loose” and too purely combative. You may need to abstract it more, to fix the first problem . For the second, perhaps there could be more blocking and thwarting the enemy’s movements, and less destruction?
One piece of feedback you got also stands out: victory points. That is common in euro games, and part of trying to make them competitive through the whole game. Conquest and battle games often have snowball effects where the winner keeps winning, and competition is lost. You need some way to counter-act that.
Just two uninformed cents.