I was right to be wary...
Although your units look very nice individually, they are not usable in game, as they are really too big.
Here, the artillery and the grenadier / cavalry at the bottom are overlapping.
And here, you have the impression the city of Brussels is occupied by the artillery, when it is in fact on the NW.
Actually, one of your artillery unit is spread on 4 tiles : the one where it should be, the one on the right, and the one behind!
Before it's usable in game, I think you should :
- Keep the run as it is for horse artillery, there it's not a problem if it overlaps a little.
- Change the other animation, to remove the horses and the cart, keep only the gun and the crew. For foot artillery, completly forget the horse, just have the guys push the gun a little. Change a bit the offset so they guy behind the gun is more centered (and the gun is not exactly in the center, but a bit forward).
Or alternativly, reduce a bit the scale of the whole unit until it fits better in a tile, but then it won't fit in the tile.
I'm sorry for the cold shower to your enthusiasm, but really it's difficult to use your unit as it is. It's really too big.
That's partly why I suggest that you send me some sample to review before you commit too much time to several units.
I think when making a new type of animation, artists should always make one of them fully, test it in game, and after it has been thoroughly tested, start making more units.
Don't rush things.
Here is a comparison of 3 of your artillery units.
The 18c French fits in a tile. However, it's a bit small, and the animation are not perfect ("jump" with the run).
The Venetian has a better scale, while still fitting in the tile. And the animation is better. However, it remains in the tile when facing S, not when facing N!
The French Napoleonic is way too big.
I think the best would be to work on the Venetian basis for the scale, forget about horse artillery, it's simply not possible at civ scale (or just use them in the run, although it means "jumping" from ana animation to another). Use only two crew member. Rework a bit the centering to be sure it fits better in the tile from any direction.