1. Should the Enclave be able to build the Vault Dweller Memorial? I mean, it makes sense for factions like BOS, NCR, Vault City, Hub... but like, would the Enclave even know who he is?
2. When we get out of the tech tree without choosing anything, the Science Advisors says that "Our Mechanics Need Guidance" or "Our Fabricators Need Guidance". Odd.
3. You know how the leader of the Vaulties is The Overseer from FO1 and he's called Lyndon? Well, he has a canonical name for a while now - Jacoren, from some old concept art.
4. I've found a bunch of strangely-misplaced Floodplain near a mountain, and definitively not close to a river, somewhere between Brotherhood and Hub. It was useful to me, but weird as hell.
5. You were talking about issues with too many cities and game speed earlier. One thing I found interesting in my game, is how long it took until the map was pretty much filled. In my experience, CivIII was insane in that regard, the early game was essentially a race to settle land, whereas in my game it took until the late 2100s for cities to be settled en masse. I wonder what would happen if settlers and their equivalents were even more expensive?
6. I was playing Brotherhood and I was thinking about how to make them more distinctive. The Brotherhood in-canon is a small but elite organization, using elite training and technological superiority to overcome the opposition. I think it would be interesting to see more content oriented towards that - small numbers of OP units, few bases, high tech. Something similar goes to the Enclave, actually (and possibly the Vaulties?). Feels like both factions should be playing another ball-game compared to normal human factions, sorta like how Mutants are pretty different in play to human factions.
7. It's a bit weird that Leather Shotgunners upgrade to Vaultboy Auguments. Shouldn't they have an earlier upgrade? Feels like you get stuck too long with Leather Shotgunners, well past their usefulness passes. Brotherhood Apprentices would be a perfect upgrade, but I'm not sure faction-specific upgrades are allowed by the game.
8. Brotherhood city names could use more spice, I think? Its all Ft. Something.
9. Random thought: Could "Create X unit every Y turn" buildings be causing performance issues? There's a bunch of these buildings, and they might be worth asking the modgurus.
10. I have the impression the AI is not very aggressive, it doesn't seem to have fought many wars until the 2200s. Granted, I AM playing Normal aggression.
11. Idea: Might wanna open up more diplomatic options earlier? It does seem to lead to cascading alliances, strangely enough, unlike Civ2 alliances.
12. Do you ever plan on giving New Reno and The Shi their third Civilization Strength?
13. Idea: Since a lot of faction-exclusive stuff is tied to faction-exclusive governments like BOS Council and Yankee Cap, how about multiple types of faction-exclusive governments? This might allow more versality for each nation and govt type, while still allowing for faction-specific stuff to be tied to those governments.
1. The Enclave and the Vault Dweller Memorial case; being a Human civ, they are really should be able to build it. I think it may be justified by Enclave citizens' intiative, rather then their government. A totalitarian, purification-bent dictature as they are, they still could allow the citizens to erect some monuments for their pleasing. As long as it didn't question the Enclave authority, I think it would be okay for them.
2. Mechanics/Fabricators doing research in early era. It must be left from the original mod designer, I didn't change that. So, what terms you think would be more appropriate here?
3. Overseer Lyndon is left from the original mod designer, I didn't change that. In my memory, in Fallout he was just Overseer, his name was never mentioned. If you are sure that Jacoren is the proper name, than I'll mark it for changing in a possible future version.
4. Floodplains in a wrong place; I didn't remember to do something like that, it must be left from the original mod designer. If these squares you mention are near a lake instead of a river, it still seems more or less justified for me.
5. Map filling case; it's greatly depends on a picked difficulty level: the more difficulty, the faster AI is filling the map with its cities. Now I'm playing on Monarch level, and sometimes all that Settlers travelling everywhere in all directions are giving me real headache. As a Regent, I have much more time to settle my cities. More expensive Settlers could soften this, maybe. But, if they would be more expensive, I'm afraid that it would hit the player much more painfully than AI's civilizations.
6. More features to BoS and Enclave: sounds interesting, but I'm afraid that both BoS and Enclave are already sort of little too strong with all their early Power Armor and other features. Okay, I'll admit it's really justified by the original Fallout game plot. But, trying to make them more distinctive, one could greatly broke even present, not-so-perfect balance between factions.
Just now, some weird idea have come into my mind: with Brotherhood having their own unique Settler, it's possible to move their Settler to some later Tech and strip them from the usual common Settler. So, you could give them some more towns and techs right from the start, and with BoS redarded spreading it may be possible to not make that an overkill for their rivals. But still, I'm afraid that in the long run the feature "no-new-cities-until sometimes" would be too traumatic for a fledgeling civilization. In times while you couldn't found new cities, all the cookies might be already eaten by your neighbors. In your game, have you manage to build that BoS-specific Wonder, the BoS Academy? The wonder would produce unique units (Sarges) in Power Armor, each having its own unique name. Isn't that distinctive enough? Only BOS and Enclave have the possibility (Enclave's unique unit being Sigma Squadleader).
7. As for upgrading into faction-specific units: it is allowed indeed. Being properly prepared, these upgrades are really works in game, in my experience. Since all the "living" races (Humans, Ghouls, Mutants) are sharing unified starter units (Citizen Pistol being common infantry, Scout Dogs as a fast "infantry"), there must be two main, unified upgrade chains. Both chains are rather long and including all the possible upgrades. Properly prepared upgrade chains are also prevents all the players from building obviously obsolete units when they already have a better alternative. My chain for the fast infantry looks like this:
Scout Dog - Ghoul Runner - Leather Shotgunner - Decanus - Mutant Skirmisher - Tie Jun - Red Okies - Vaultboy Augment - Power Armor T-45d - Power Armor Type76 - PA T-51b - PA Tesla - PA X-01.
Every Civ just picks their own unit for upgrade as soon as they have proper Tech and/or Resources. In my experience, it really works as I planned. I have no idea why the Civilopedia shows you wrong unit for the upgrade. Maybe I should have filled the units' Role field more carefully. In reality, Vaultboy is not allowed for the Brotherhood, so your Leather Shotgunner should upgrade into Power Armor T-45d.
BOS Apprentices are surely not fit into common upgrade chain, being available too early with too many unique features (terraforming, all-as-road, amphibious). Their only possible upgrade is Enviro Armor MG.
If you want to see my upgrade chain for the common infantry units, there you are:
Citizen Pistol - Ghoul Militia - Militia - Ghoul Soldier - Rifle Infantry - Mutant Soldier - Mutant Sarge - Vault Shotgunner - NCR Trooper - Leather Assault Rifle (AR) - Ghoul AR - Made Man - Combat AR - Ghoul MG - Ghoul Minigun - Combat Minigun - VaultBoy - ... (with Vaultboy both main upgrade chains are merged into one).
8. More spice for the Brotherhood citynames; I have already add some citynames to the lists of all Civs, including Brotherhood. If you have in mind some citynames that are not in the lists, please let me know. To change all the names in a citylist into something more spicey... Well, it was far beyond my reserves of leisure time, sorry.
9. Possible issues with unit-producing buildings; in my opinion, it is the total number of active units on the map that matters, rather than the way of producing these units.
10. Less AI's aggressiveness impression; maybe it is lack of invisible units that gave you that impression. Before, in the times of freely-producing invisible Snipers, AI's units oftenly bumped into them undeliberately and started a dosen new wars faster than the eye could flick. That's why I have left Legion with their own mass-produced invisible unit - the more Casus Belli they get, the more it would fit into the faction's aggressive nature

For the other factions, the current aggressiveness level seems quite reasonable for me now.
11. About most diplomatic options, that are locked until 3rd era; I have already thought about it, but not decided to change something so far. Look at it like as your prize for reaching 3rd era of science and discovering Radio earlier than your rivals. On the other hand, if you rival have made this discovery earlier than you, it might be a significant asset in his disposal, of quite a strategic value. Try to conquer him, and very soon you might face a large coalition aganst you.
12. About plans for third Civilization Strength for the Civs having only two; so far, I didn't plan to give them more. It some later version, maybe. It may seem unfair, but think of that as of an additional challenge when playing for these Civs.
13. About more than one unique Government types for some Civs. You see, there is only one field for "required government" in every building's settings. So, for every new unque Government you'll have to make a new unique set of buildings and wonders. Theorethically possible, but far too complex for me to even try, sorry.