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Yeah, in Age of Empires II they're more expensive than Skirmishers, who are archer-countering units. They're also more expensive than regular archers, and that's not going into the research that a good cavalry archer needs, as they're also subject to some of the most expensive research options.
In Bannerlord you can get good horse archers only be recruiting young nobles. Then you have to spend time on levelling them up, because at the lower tiers they're just not that good, and you risk a number of the dying before they reach a high enough level.
So between the two games I play that prominently feature horse archers, I'd say they're managed pretty well, with the increased costs, slower training times, player skill, or levelling requirements.
Skirmishers as in "Light Cavalry", designed to catch closing archery and ride them down? I'm not big on RTS (I suck at multitasking), but I'm always fascinated by gamified implementations of historical dynamics.
I don't suppose they also support "recruit auxiliary specialists" as option?
Age of Empires II is honestly a somewhat strange combination of historical and not. Take, for example, the upgrade lines for certain units:
Militia -> Man-At-Arms -> Longswordsman -> Two-Handed Swordsman -> Champion.
So the skirmisher is a spear-throwing foot soldier with a shield. Historically a foot soldier would have a shield, a few throwing spears, and then a melee weapon. But in Age of Empires II the spear throwing and the melee are divided into two separate units.
Age of Empires II does have a light cavelry line, though, and they're pretty quick. But only civs historically known for their good cavelry have bonuses towards them that make the viable (i.e. There are various steppe-civs in AoEII, as well as Mongols and Huns, and I'm sure Turks and Saracens have some benefit to light cav as well).
In this regard Age of Empires IV is more historically accurate, as that game can have completely unsymmetrical civs, whereas Age of Empires II has far more symmetrical gameplay.