Hello Civinator! I have finally gotten a chance to play this masterpiece of a mod and I am very impressed! Great work! I love how you have managed to get into every nook and cranny of the civ3 editor to create some really fun and unique gameplay.
While initially not overly enthused with auto-produced settlers, they have really grown on me after playing for a while for a few reasons:
a) there's no longer a great rush to fill every corner of the map with cities, which makes each individual city more important, and
b) there's now a great reason to use Colonies
Similarly, I was not initially enamored with hidden-nationality Slavers, Missionaries, and Lawyers. But I've found they add a dynamism to the game that was missing. They make the map in the ancient and medieval ages much more dangerous to traverse, and make the garrison of border towns an imperative.
This mod truly is a masterpiece. Just a few things, though:
1) The Maghreb civ has a city named Casablanca and a city named Casblanca. I suspect the second is a typo and a duplicate.
2) Clippers are not around for long enough to actually be useable as they immediately upgrade to Paddle Steamers. Maybe upgrading to Steamers makes more sense? (Maybe this is just my anecdotal experience.)
3) Christianization is the unique wonder for Mesoamerican civs with the tech Sacred Art? Seems like a strange choice to me, as that was hardly an endogenous phenomenon. Sacred Art is a Renaissance-era tech; why not something like Mesoamerican Art to match the Islamic/Buddhist/Jewish Religious Art wonders?
4) Sydney Cove is the wonder available with Mercantilism for the Australia/Oceania civ, which is fine, but why not something like the Easter Island Moai statues which were roughly contemporaneous?
The last two suggestions in particular are just my opinion. I just would rather see more wonders that are related to the local indigenous population of the civ instead of imported European cultural monuments.
Lastly, ran into a few
very interesting bugs while playing!
In this one, a Missionary managed to defeat my lone unit guarding Nuremberg, but instead of capturing the city as normal, a German Catapult spawned in the city which I inexplicably still controlled.

After hitting the 'Next Turn' button, the city was auto-razed.
Another bug (not pictured): I witnessed a lone Supply Shipment with hidden nationality trekking across the map. When I tried to capture it, my unit occupied the same tile instead. The unit continued on its way and eventually vanished without a trace. Ghosts in the machine? Edit: This one happened again, this time to my own Shipment when a Chinese unit encountered it. Now I assume that Supply Shipments simply can't be captured?
One more bug, this one caused a crash ( also not pictured): I attacked an enemy Bombard with a Knight after moving one tile. The Bombard proceeded to retreat from the Knight (which should not have occurred in the first place--they're both fast units

). This caused a cascading series of windows to open that read something like "ABORT..." before Civ3 crashed to the desktop. Never seen a crash like that happen before.
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Anyway, still playing and enjoying your mod. Playing as USA in 1838 at the moment. Had a
very hard war with Spain after they came from behind and took all my recent conquests from Germany. But was ultimately victorious and completely absorbed the Spanish domains into my own. But still a gigantic world to conquer, I am by no means running away with the game (yet?)