I agree; after playing around with Humankind's system for a while I've come back to the Civ VI system in my thinking, simply because the 'stockpiles' have the potential for more variety and 'granularity' in the use of Resources - none of which Civ VI actually used in its implementation.
Consequently, it takes 20 of each Resource to build something, despite the fact that a Roman Legion (as an example I've used many time before) could be completely equipped for about 125 - 150 tons of worked iron, whereas a single Ironclad took about 20 times that much, and a medium-sized Battleship 200 times as much. "Industrial Quantities" of resources are an Order of Magnitude higher than the traditional amounts required for anything.
Wouldn't a people with a shortage of iron, not have designed a ship that needs 3000 tons of iron? And the same for a civ lacking tin. I say this as an application of your concepts of technology being driven by environment.
Hit me with pie in the sky, computer-resources-are-no-limitation complexity here. You'd have multiple unit variations in the game, for each kind of situation of abundance and dearth, right?
Or if there was a way to have a unit workshop, but which exported designs with soul, right? Something that, if not the recognized ironclad or first-rate or winged hussar, is something you could love as the creation of your civ.