davidlallen
Deity
I did actually think about health when designing these resources.
When I did the first reorganization of this, I also took into account the amplifying buildings. For each bonus, there are five checkpoints: (a) what tech tier makes it appear, (b) what is the initial benefit from just working it, (c) what is the additional tech tier and benefit from an improvement, (d) what is the early building tech tier and benefit (granary, harbor, forge), (e) what is the late building tech tier and benefit (market, grocer).
So you can chart how many health and happiness benefits are possible as you progress up the tech tree.
Then the second question is, how many of these are available on the map; I have some python which counts this up and reports it. I didn't update the python for your reorganization and I no longer have the variant which ran on vanilla (revdcm vanilla) but some method of counting them on the map may be helpful.
Here's what I suggest:
1) Give the Groundwater bonuses +1 health.
2) Make the Water Cache amplify the health bonus from the Groundwater Bonuses, Sword Grass, Spiked Paintbush, Barrel Cactus, Creosote Bush
3) Make a new building called Stores (or something) that amplifies the bonus from Cereal, Spice Honey, Desert Hawks, Desert Hares
There are three different size groundwater bonuses. Does that give +3, one each from small medium and large? I am still not a fan of three different ones.
Agree on the other points, this is the granary and harbor equivalents.