all in all that's a pretty reasonable list.
it'd simplify things if we assume standard speed, continents.
Yeah, but then we'd go back and look at the OPs list... which generated a lot of disagreement due to game speed, etc etc. Fortunately, (or not) different civs are better than others on different 'normal' game settings. Rome is so much stronger when in a marathon game. Polynesia rocks on archi/small continents games. So to have them listed as 'bad' in general, isn't really showing that they can be really really good.
a couple critiques:
you're clearly an egypt hater; their ub is better than satrap's court given the ease with which they're gotten (via legalism and still cheap to build otherwise).
also their ua helps with the national epics. nc a few turns earlier is nice... not game breaking but it helps. the list seems geared toward deity play which is maybe okay, but on easier levels hard building wonders works and makes the ua a little better.
It's not that I hate on egypt. Maybe I should bump them a little since national wonders do get boosted, and with not changing their start location bias, they seem to get marble a lot.
though, I disagree that the Egypt UB is better than the Satrap's court. A bank that gives +2 happy is better than a temple that gives happy. They might be a bit even there, but gold > culture; unless in a culture game.
Yeah, this is more about upper levels than lower. But on Settler, all civs are OP when compared to the AI.

Some civs do shine a bit more on the lower levels, such as Egypt with the wonder building; since they'll actually get a shot at that. Also, they'd be ok for that in MP games since you would be the one with the wonder building advantage. (as opposed to the built in AI advantage)
But another turn based upon diff. level would be a bit much IMO.
personally i'd give zero a zero, but maybe others have games go to the point of air warfare. regardless i can never imagine zeros causing some extreme advantage, and they come so late that their usefulness is very limited; on the other hand i'd put samurai as a 4 (on speeds other than quick), they get to march or blitz at least twice as fast via the initial shock promotion. if you have barracks + armory, they start at shock 3 and only need 30 more exp instead of the 70 a regular ls needs.
The zero isn't horrible. I somewhat needed to look at what the unit replaces, and in this case, it's 'ok'. Samurai... they're 'ok'. One promotion start = 15 XP and that's if you don't want it on rough terrain. (the bonus is still good there anyways, since you would negate the -10% on flatlands) They really shine with the UA, but I don't want to double count the UA with the UU.
i don't know about the unique unit rankings in general though:
it looks like you have
5
keshik
berserker
4
war elephant
janissary
camel archer
cho-ko-nu & companion cavalary on epic/marathon
3
a bunch
i'd bump samurai and jaguar up to 4, drop down camel archer.
i also dislike the 4 for cc on epic/marathon; they lose bonus strength/movement on upgrade, and most early unique unit can be leveraged on marathon for easy wars including immortals, hoplites, legion... hell, even chariot archers.
The UU rankings could use some tweaking. I mostly went with (very rough):
start at 3 (of 5; basically, 'ok' replacement of the base unit and has a promotion)
upgrades to opposite type (ranged <-> melee) -1
has no promotion that carries on upgrade -1 (or promotion is useless on upgrade - LBs)
utility by game speed (+/-) (includes how fast it can be obsoleted due to teching)
promotes to another bonus +1
utility regardless of game speed through another era (or 2) +2
must be built outside of ancient/classical era upgrade paths -1 (looking at Lancers and musketmen for this; air units don't count)
Synergy with some other civ specific trait (+/-)
Super Unit bonus +x (Janissary has one, some units have multiple good boni)
Utility of the promotion +/- (based upon upgrades and/or game changing effects)
I tried to only include modifier numbers for game speed if it really mattered on slowing the tech tree down. Ie, Ballista are great when you know that Physics is 60+ turns away; not so good when it's only 10-20 turns away.
effectively, a unit should be at 0 only if it's a) useless anyways, b) not really better than the base unit or c) unlikely to every be used due to being in the wrong place on the tech tree.