I have played a bit and found so far that food seems perhaps a bit abundant (except when you can't access any resources), research costs are too low and production costs seem OK. I had too much money, though. One reason is that I cannot set research higher than 60%, another is that the amount of commerce has been increased.
The following tables show the F/S/C provided by resources and terrain. I have also listed the appearance and disapperance numbers for resources and the F/S/C values for terrain from 1.21f
Btw, timber is missing from the resource list in readme v0.3
.................F S C App Dis
Strategic:
Horses.........- 0 0 1 160 0
Iron...........- 0 2 0 160 800
Saltpeter......- 0 0 2 120 800
Coal...........- 0 3 1 120 400
Oil............- 0 2 2 120 200
Rubber.........- 0 1 2 120 0
Aluminum.......- 0 2 1 120 400
Uranium........- 0 3 3 100 100
Timber.........- 0 1 1 the rest are 0 0
Flax...........- 1 1 1
Copper.........- 0 1 1
Marble.........- 0 1 1
Stone..........- 0 1 0
Elephants......- 2 0 2
Luxury:
Furs...........- 1 1 1
Gems...........- 0 1 4
Silks..........- 0 0 3
Spices.........- 1 0 2
Tobacco........- 0 0 3
Wine...........- 1 0 2
Coffee.........- 1 1 2
Incense........- 0 0 2
Bonus:
Game...........- 1 1 0 App and Dis cannot be set for bonus res.
Seal...........- 1 0 1
Cattle.........- 2 1 0
Sheep..........- 1 1 1
Wheat..........- 3 0 0
Corn...........- 3 0 0
Fruit..........- 2 0 0
Tropical Fruit.- 2 0 1
Fish...........- 2 0 1
Whales.........- 1 1 2
Pearls.........- 1 0 3
Oasis..........- 3 0 0
Silver.........- 0 1 3
Gold...........- 0 0 4
.............. F S C - Workd..21: F S C . Workd
Desert.......- 0 1 1 - 1 1 1......0 1 0 - 1 1 1
Plains.......- 2 1 0 - 1 1 1......1 1 0 - 1 1 1
Grassland....- 2 0 1 - 2 0 1......2 0 0 - 1 1 1
Tundra.......- 0 0 0 - 0 2 1......1 0 0 - 0 1 1
Flood Plain..- 4 0 0 - 2 0 1......3 0 0 - 1 0 1
Hills........- 1 2 1 - 1 2 1......1 1 0 - 0 2 1
Mountains....- 0 3 1 - 0 2 1......0 1 0 - 0 2 1
Forest.......- 1 1 1 - 0 1 1......1 2 0 - 0 0 1
Jungle.......- 2 1 0 - 0 2 1......1 0 0 - 0 0 1
Coast........- 2 0 2 - 0 0 0......1 0 2 - 0 0 0
Sea..........- 1 1 1 - 0 0 0......1 0 1 - 0 0 0
Ocean........- 0 0 0 - 0 0 0......0 0 0 - 0 0 0
This leads me to the following conclusions:
The appearence value should be set for all strategic resources. I did find them somewhat rare, and this should solve it. The editor help is somewhat obscure: It states that a value of 160 provides 2 resources per player in an 8 player game. I would go with 160 for all of them, as I gather they aren't supposed to be rare. The use of the disappearance value is a matter of preference. Set it to 0 if you want them to stay where they are (they don't disapper, they relocate).
I think there are too many resources that produce food. I think that Flax, Spices, Coffee and Pearls should be reduced to 0 food, while Elephants, Fruit and Tropical Fruit should be reduced to 1. Horses should on the other hand go up to 1 food, they are just as edible as elephants

.
Copper is 0/1/1 while Iron is 0/2/0. Why the difference? There are more of these comparisons, but that may be nitpicking. Along similar lines, why do Gems provide one shield? Also, silver provides a shield but gold does not.
More importantly, the commerce values of terrain has been increased a lot and should be reduced again. This will also reduce the tech discovery rate and may offset some of the planned tech cost increase. At the very least Desert and Mountains should have 0 Commerce and preferably Hills as well. Grassland and Forests would probably be unbalanced without the commerce value. Forests could however be compensated by giving them 2 shields when mined.
The rest of the extra income would hopefully be consumed by extra upkeep - though probably not. These suggestions ought to help, though.