I understand the arguments yes, some can be less interesting in some games. I play as you, Faire Weather, huge (extra huge in fact).
In that case, my modmod (Combat Balanced:
CB_MOD_0.6c) might be of interest for you.
Unfortunately, up to now I haven't found the time to translate anything into English (and even worse, it still lacks explanations in German).
The basic information can be found in that thread, but for you just in short:
I did a XML-rebalancing of all military units. Standard strength (colonial militia) now is 10, while natives having a strength of 6 and cuirassiers on the other hand having a strength of 12.
I introduced a rock-paper-stone principle:
Infantry > cavallery > artillery > infantry (done by special, invisible promotions)
Artillery-style and cavallery-style units are very weak in forests (-80% less defense and -60% attack for artillery, for instance. But artillery doesn't suffer from the "crossing-river"-penalty [50%]).
Mountains are impassable, except for Hardy Pioneers. Thus, they are completely useless except for creating obstacles, even within the city screen (no ressources available). But the Hardy Pioneer could build a road on them, thus removing the "impassble" feature.
Since I am only playing on over-huge maps, all units except artillery have a minimum movement of 2, which is countered by increased movement costs on each tile except savanna and prairie.
And I am providing a special version of the Faire-Weather-script, which for setting "huge" creates the impassable feature on mountains and which creates much bigger maps.
The other settings have been left untouched at the moment.
(1)
Another question, how do you transform your soldiers into veterans soldiers? This was a feature I liked in the original Colonization. You even had a Washington as FF that gave 100% chance to do the conversion on successful fight (this was too strong though). If this is not in TAC, can you give me some tips to manage that with an university (I would pretend they graduate from a military school

).
Veterans in TAC (which is needed for my modmod too, of course) are educated in the university.
In TAC, we have a new education system which means that any units which has worked at least one complete turn AFTER any educational building has been build in that particular settlement will "leave" its knowledge in that settlement.
So, it would be enough to have had a veteran work in a settlement after the school has been build to allow for educating veterans later, after the upgrade of the school to an university has been done. But the education is quite expensive.
(2)
Also, do you remember the nice sound the Minutemen did in Col94 when they had the fortify order. This was the sound of the rifle hammer engaged. I loved this sound... I think I have it in .wav in my original Col (and I can convert it to mp3), but how can I enable it in Col2008?
Actually, I don't remember that sound right now, but isn't there a list of actions a unit can perform where you determine the respective sounds?