That sounds like a mess trying to get into the game. A friend of mine is playing it, but I never tried to get into it; mostly because I have way too many other things to be doing. I could probably ask her about it next time I get the chance, though.
Also, sweet Jesus, that looks less like an update and more like a revamp-from-scratch.
Unique unit models sounds awesome, especially if they can be animated, but I don't know how I'd feel about having access to those GMG's in non-PMMM civs. Would that not unbalance pretty much every civ? I would imagine they are balanced based on what was intended for them, without getting any extra stuff.
Everything else feels like turning the GMG's into a sort of RPG, lol. Not too sure how I feel about that yet, but it sounds interesting, if a bit confusing to learn.
I thought every UU being an Incubator made sense, since they are in contact with every magical girl. Not sure what else could be associated with each character, but sounds pretty cool nonetheless; more variety is always great.
As for my ideas, I'm still trying to refine them based on information about the modding system as I continue reading.
Thus far, a few things still puzzle me; notably, how exactly the unique unit/buildings system works alongside the overrides, and if changes to resource and improvement yields affect everyone, or only the civ that updates/replaces those values.
As well, I'm debating whether having a building replace the Palace, or having it as an additional free building in the Capital is a better choice, or if there's really no difference.
There are also a few things I haven't been able to find in the stock XML files, so I'm unsure if those are values that can be modified. These include things such as Specialists' Food consumption, Faith costs for acquiring Great Prophets, etc. and the City-State influence bonuses from a Great Merchant's Trade Mission.
Finally, I also realize that I am absolutely atrocious at artwork of any kind.