Here's my assessment:
France:
UA:



Okay pretty hard to use well. Highly dependent on already winning. You get the best use of the UA when you are behind in tech, and plinking a stronger, more advanced unit with many weaker units. That's not a place you want to be in just so you can use your UA better. Very potent for city-taking though
UI:




Good. Solid yields which can help flip to a CV, a little. Gives France a much-needed defensive edge to help compensate for the ultra-aggressive UA.
UU1: (Musketeer):



It's fine. It's meat and potatoes power and movement. Nothing exceptional about it except it hits pretty hard.
UB:




Good. Strong yields that help more with wide. The production combines with the UA's production boost well, and helps push late wars or CV projects. The production gives a lot of flexibility to pursue whatever VC seems most likely
UU2 (SPAD):



Fine. The best thing about this unit is how it knocks on the UA. attacks from air units trigger esprit de corp, so this unit is all about that. As with any other air unit, the limitation is HP, not number of actions, and SPAD doesn't do anything to help that.
Total: 17

stars
Sweden:
UA:





Fantastic. Laser-focused on a domination victory, but extremely flexible within that VC. Has immediate bonuses in all circumstances -- offense and defense -- and singlehandedly makes Sweden a threat long before it gets its UUs/UBs up.
UB1 (Skola):


Bad. A

/

battery, with no obvious synergies with the rest of Sweden's kit. Maybe it helps an unlikely SV, but otherwise it comes too late, and won't make up for lost time.
UU1 (Carolean):




Good. Lots of staying power, and combines very well with medic ranged units. Combined with Authority's heal on kill, the Carolean just keeps on comin' Note: has been moved back to Fusilier for 4UC so it can combine with Hakka, and give more punch.
UB2 (Bastu)




Our attempt to save the Skola. Skola depends entirely on

to generate its yields, but Sweden has no ability (or good reason) to go tall. This building allows that SV potential to have a place to land, and gives a small bit of

to help get you ahead of the tech curve.
UU2:


(Hakkapeliitta) bad. Not horrible, but bad. The nice thing about it is with Charge I, you can get Charge II up at level 2. Otherwise, the Hakka gives a bit of utility and GG generation, but isn't a drastic improvement over the base Lancer.
Total: 17

Stars
If we find that GE needs a nerf. I would propose removing the 1

per

2 scaler, increase the base yields to 5

5

1

, and call it a day. That would differentiate it more from the Skola, who is all about those pop scalers.