Ahoy hoy. While my own computer is having some problems, I figured I'd take time off from working on my Mythology mod to comment on a couple things mentioned in here a couple days ago.
Well, I think double move in Forest is not a big advantage, when the unit has less movement and strength than the normal version (but, on the other hand, it won't require Horses to be built...)
Double move in forest isn't generally that strong, with three exceptions:
A> When you've added additional forests to the map generation for a "back to nature" sort of feel.
B> When you add some other way for forests and jungles to randomly spawn on certain terrain types when adjacent to existing forests/jungles, like in Civ4.
C> When you add a way for certain units to plant forests or jungles.
In my own mods, I've added a few units that can plant forests and jungles, and it makes a huge difference in the desirability of the Woodsman promotion when each civ can plant a border of forests to slow down invaders. In my future mod, it's something the Combat Engineer (basic Worker upgrade) gets, but in the mythology mod, the Dryad and Treant can plant these in the early eras. (Both are very limited units, though, so you won't be covering the entire continent.)
Actually I prefer the helicopter mechanic, and I'm going to use it for most flying units. Aircraft mechanic doesn't follow the 1UPT rule, which is one of my favorite features in Civ5.
I agree with you, helicopter-style is much better than bomber-style for most things. But there are even bigger reasons not to use the Air unit mechanic, besides just the stacking issue you mentioned; the biggest one is that, like submarines, Air units are balanced around a complex set of countermeasures (anti-air guns, fighters on intercept missions, etc.) that simply won't exist unless/until you add them. Unless you're willing to implement all of those countermeasures, make sure every civ has adequate access to them, AND make sure the AI knows to produce enough counter units mixed in with its normal forces, then it's just not worth it.
Integrating the counter with units the AI would already want to make helps tremendously here; in my AC mod I have a hybrid artillery/AA unit to ensure the AI has adequate numbers of both, but you can just as easily give all helicopter-type units an anti-air bonus to make a simple rock-paper-scissors sort of balance.
Air units do have some utility, though, if you want to represent things like "Zeus throwing lightning bolts". Basically, treat it like a Bomber and you're done; it'd be almost the same as adding a siege unit with really long range, except that it'd take a little damage each time it attacks and it couldn't leave the city. I've done that a couple times, effectively ignoring the need for any direct countermeasure units by design, and it's worked pretty well.
Anyone tested how the AI handles units with 1 range? I think it's used in some mods...
Fairly well in my experience, although it really depends on the mobility of the unit, whether the unit can move after attacking, and whether or not the unit is allowed to make melee attacks. In my Alpha Centauri mod the Vertol (upgrade of helicopter) has a range-1 attack, which just means that when it would normally make a melee attack, it'll do this instead and take no damage. It's a very effective mechanic for adding skirmisher units.
(Side note: the other benefit of having a ranged attack is that you automatically take less damage when attacked by someone else's ranged attacks. On the other hand, Cover promotions work against you. So it's not just a straight melee replacement, balancewise, even before considering that your unit would need Accuracy/Barrage instead of Drill/Shock.)
The only real catch is that the AI has no planning ability. So if your skirmisher unit starts the turn immediately adjacent to a foe, it WILL make the ranged attack (because it sees no downside), even if the smarter move would be to move away and hit some other unit instead. If the unit can move after attacking then it's not so bad; the AI will still take that first shot, but will then move the unit to a more defensible spot.
Similarly, if the attack is short-ranged, then a human would know to use this unit fairly early in the turn, while the AI might process other units first and by the time it's this unit's turn it just can't reach any remaining enemies. That's why I mentioned movement above; the more mobility you give these units, the better the AI handles them. (Again, skirmisher units.)
And the comment I made about melee attacks? The AI, in general, will not use a melee attack with a ranged unit, even if it's not limited to only ranged attacks. So if you give the unit a melee strength equal to its ranged strength, then a human will know that there are certain times to use each, but the AI will continue to only bombard.