Well the main thing is the Konkr AI is far superior. Some top Konkr minds have taken a look and found it no challenge at all - that was my experience too. The AI builds spearmen too soon and chokes its production, leaving him easy to beat. It also doesn't cut aggressively.
Konkr's visuals are also better - cleaner, not cluttered full of visual noise. This is a typical AI (other sense) artefact, and I for one find it really offputting, though tastes might differ on that. K's UI is better - you don't have to click on the land to attack a new tile, in K if you have a free unit it will autoselect to attack. And let's face it, the land/knights/castles theme is far better fitted to the gameplay mechanics.
Finally, the AI-written instructions are absolutely terrible. Prolix and pseudopoetic, as AI tends to be. If I didn't already know how to play, I'd be mired in those chunks of opaque text. Konkr was entirely handmade, no AI at all, and it shows.
To your credit, you've got an ingame map editor and multiplayer, which K lacks and may always lack. I also liked the possibility of doing a really gigantic map - though the game engine takes far too long for a 16 side game to be remotely playable.
Konkr is the gold standard of slaylikes, and is tough to match, let alone surpass, so kudos for giving it the old college try. You might consider adopting unit ranges like iirc Antiyoy has - one of those Russian slaylikes I never really played much. Or throwing in some more new ideas, like the ion storms.