Should probably just start another game with the newest .biq, but until I do that, I have several more questions (which may or may not already have been addressed amongst the various patches so far):
Why on earth are (were?) Thief V units so expensive?
I mean, 190 shields for a 3.2.2 unit...? Why would I ever want to build one of those (as the Wizards) when I've already been able to build Oriental Mages (4.3.2, 40 shields) for most of the game, and have also long-since unlocked Wizard Armies (5.4.1, 50 shields), and Djinns (12.5.1, 80 shields)?
And the Thief isn't the only unit with what I would regard as a wildly unbalanced cost. Similarly, Ettins (7.3.2, but 120[?] shields) are not preferable to Djinns, as far as I can tell — the Ettin's extra MP doesn't help when move-costs are also >1 for most terrains, preventing it from retreating (so even after a successful attack, if the unit is left stranded in the open, it will likely be attacked/killed over the next interturn).
The 150-shield "angelic" unit(s) are reasonably priced given their impressive stats (17.3.5, 15.5.5),
but I think they're available too early. I've been able to build them ever since the first Age, once I hooked some Air Mana. However, since the Wizards are so very shield-poor (being unable to mine Hills, and Forest-planting coming so much later), until I got my GA it didn't seem worth spending the necessary ~20 turns per unit I would have needed to build them in most of my towns.
Instead, I preferred to build 3x to 4x as many of my cheaper units for the same total shield-cost. The AI will not be so smart, though: it will almost always try to build the 'best' (= highest A/D stats) units that it can for each of its AI-strategies, so will likely cripple itself pouring shields into those expensive 'offensive' units (which can't even defend themselves very well).
Also, what is the point of the Flying Carpet unit? I assumed it was an Air-unit, since they're unlocked with "Aerial Recon", but I'm not even sure about that. In my current test-game (started with your original .biq), I was getting pummeled by Dwarfish Griffins, so I built a few FCs in the hope that I would be able to use them as interceptors. So imagine my disgust when I discovered that:
(1) they have (had?)
none of the Air-missions enabled
(2) being Immobile, they can't leave the city where they were built (until I've built a Portal? Not sure, haven't quite got that tech yet)
(3) they also don't (didn't?) appear to upgrade to anything more powerful.
Does anything (still) need fixing here?
I have Air Mana and Dragon-Cave resources hooked, but can't build Air Dragons either. Are they not available to the Wizards (but if not, then who)?
I also can't do the Wizard-Army upgrade (="White Mage"?), because — as far as I can tell — there is no Mithril
anywhere in North America (and ships are also too weak/expensive to go overseas for it). So I'm
really hoping that Mithril
also has a non-zero Disappearance Ratio...
As I've said before, I think a lot of the Mod's unit-stats/costs (may) still need a fair bit of tweaking. A simple formula (using the Firaxis epic-game units for comparison) giving an initial shield-cost estimate might be...
Shields = M * (A+D)/2 * 10
... which can then be adjusted up (or down) by 5-15% to account for any special abilities (like Blitz, Invisible, Enslave, Hidden Nationality, etc.) or handicaps (like dependence on a scarce resource!).
Finally, a few minor points regarding some of the resource-names:
"Dragon Thoot" should presumably rather be "Dragon
Tooth"
"Little Ent Plant" is pretty long. Consider renaming to "Young Ent" or possibly even "Entling" (which, IIRC, was also the word used by Treebeard/ Tolkien in LotR)
(Side note: at some point, when the EFMopedia is in a more 'finalised' state, someone really needs to go through and edit for typos/grammar. I'd be happy to help with that)