Busy real life makes it sometimes take days/weeks for me to finish big maps. Plus I enjoy the micro management too much hehe. Anyway, I just finished a map using version 5 of your mod, which was the latest at the time I started that map. Setting up for next map, browsing the mods, and to my delight I find you have done many improvments. It seems v13 will solve some of the issues I had with v5, but there are still some problems not covered by your version history. Perhaps they are outside the scoop of this mod.
If I play Babylon, with double greater scientist rate, I only get scientists. That is good except city states sometimes give quests to make engineers, merchants and artists. There is a wonder for 2 artists, but there is only one method of getting a greater engineer or greater merchant, and that is a gifted unit from city states using the Educated Elite policy. They are still very rare. In 400+ turns I only got 6 units, of those where 2 healers and 3 diplomat types, plus one artist. As a result I had 4 city states with unsolved quests asking for engineer/merchant. I wished your mod did not add healers or diplomats to that list of possible gifted units. After all, I can build them myself, and they are not expensive. I have not been able to find any setting for this in your mods files. My guess is the tag <Special>SPECIALUNIT_PEOPLE</Special> is what places them in that list, since in vanilla civ5 only the greater people have that tag. It would be great if you could somehow solve this!
Another problem is with city states not mining coal or aluminium. Perhaps they don't se them, not having the techs. But I saw them and it was frustrating when 2 very nice and loyal maritime city states sat on 21 coal and 16 aluminum while I had none. I am sure they would gladly have given them to me, had they but seen them.
Interesting, are you saying there is a hidden install order of mods? Will those I click last overwrite those I clicked first, if there is a conflict?