Interesting ideas to have your entire action economy based on the deck, but I'm worried that you might simply get screwed over by not getting the actions you need and getting dishonor all over the place for not being able to do them. That aside, as I really couldn't know how often that happens without playtesting, there are some problems with scoring potential specifically, as well as what you are incentivized to do as a faction by the mechanics.
Scoring potential: You can't get points from killing buildings, which means that 100% of your vp comes from the glory step, which isn't necessarily a bad thing, except that you have a maximum number of vp you can get (as you can only have 6 honor in total), and then you become MUCH weaker next turn if you spend more than 3 or so, (as recruiting will be weaker). To win/be a good faction, getting an average of 4 vp per turn is a must, and there is no way to do that as this faction. Either the honor needs to be expanded to be like 8 total and make it a little easier to get honor so that you have consistent scoring, or the scoring itself needs to be easier, or the honor code needs to go. I think the easiest way to balance this without disrupting the overall balance is to change the vp system, the glory step to say "Gain 1 dishonor to score points equal to remaining honor", that way you are incentivized to get maximum honor, but not punished with a significantly weaker following turn by spending all your honor, while also making counterplay more clear (just give them as much dishonor as possible and deny them honor). This change is a MUST, not an option, or you need to change it in a different way.
What you are incentivized to do: bully the weakest faction. This is unhealthy. Glory gives you an honor if any faction has no warriors on the map. It makes sense thematically, but if you are incentivized to spawn camp a faction, that is not fun for that faction in any way. This rule needs to be straight up removed ASAP. You also get points for eliminating all enemy pieces from a clearing, which once again is thematic, but makes them matchup dependent. Imagine playing vs woodland alliance and farming their sympathy for free honor. The Warriors Pride section is confusing, so I would just simplify it to the first bit, gain honor whenever attacking a defended faction, as in they have warriors. Its the same effect, so long as you aren't bullying anyone.
Setup for clarity: Just go ahead and start them off with 3 honor and 3 dishonor, so there's no 'adding to it' time, which will make their beginning turns a little stronger to make up for their still relatively weak scoring potential.
Clarity of rules: Clans: Make it so that each warrior can only be part of one clan by only allowing clan specific buildings to be built in that suit, which is a major nerf to flexibility, but that's the point isn't it? To work around inflexible rules or gain dishonor? To gain honor for doing certain things through tough inflexible actions? If a warrior can be part of more clans, thats both weird, hard to understand, and takes away from the theme. By doing different clans in any order of your choice, you can already transition warriors from one clan to another pretty easily to prepare for the next clan's turn.
Finally the good things: I like the recruit mechanic, it seems good and elegant and well thought out. I like the way the cards in general work, that people can see what options you have ahead of time. The only thing I would change here is to give every clan their random card, then assign the seen cards to each clan, so that you can mitigate the luck element there a little bit and plan better.
Overall a cool mechanic with cards being your action economy, based on suit/clan, which is both thematic and interesting mechanically. The clans, glory step, and warriors pride mechanics need to be cleaned up and changed to be better thematically and stop encouraging bullying and spawn camping a weak faction. The scoring is currently extremely weak, so make the change I recommended or a similar change. I like the honor mechanic as a currency, with both give and takes for having more dishonor and honor.