There is no reason to touch CIV4CivilizationInfos.xml unless you want them to be unavalible to certain civs, either entirely of by being replaced by some UU. Kael doesn't bother to block certain civs from building unbuildable units, so CIV4UnitInfos.xml is the only file you's have to change.
Giving them a non-negative cost is the only thing needed to make them buildable, but unless you add more prereqs then everyone could build them from turn 1.
200 seems to be a fairly reasonable cost. It is a little more then an Arquebus, Longbow, Champion, or Cannon, but less than a Crossbow, Druid, Paladin, Eidolon, or Phalanx.
The code I gave already would require FoL in the city that builds them, but you'd probably want them to require FoL state religion too. For that, just add <StateReligion>RELIGION_FELLOWSHIP_OF_LEAVES</StateReligion> right below <ReligionType>RELIGION_FELLOWSHIP_OF_LEAVES</ReligionType>
You could also make them have Guardian of Nature as a prereq instead/too if you like.
They seem to me like the kind of unit that would not keep serving elves who no longer revere nature. You may want to love them <bAbandon>1, which would make them leave you if you switch to a different religion/civic than the one that is needed to build them..
I'd probably make them national units if I were to make them buildable, but you don't have to. If that's the way you want it you'll have to edit CIV4UnitClassInfos.xml, to change the unitclass's <iMaxPlayerInstances> to 4 or however many you want to be the maximum.
When you say to make them a Catapult replacement, you don't actually mean to make them be Elven UUs of that unitclass, right? I think having a unit in multiple unitclasses, while possible, can cause some complications. You could of course get rid of UNITCLASS_TREANT if you really want to. I don't see any real reason to touch it though.