1) Increase unit costs. Especially the earlier units. The main problem is the AI, it goes, "Hey, look at this! Units with stats of 4/3, and only costing 10 shields! Let's build 20 in each city and completely ignore our economy, or expansion! Huzzah!". And Omega also likes the idea of smaller armies.
2) You misspelled "Chieftain"
3) Decrease cost of some of the super expensive wonders, such as toy store. AI tends to focus entirely on building them, despite the fact that it'll take them 40 turns to make. To compensate for the cheaperness, we could weaken the wonders a bit.
4) Increase stats of forest/allow forest to be irrigated or mined. Don't really care which one, as they both make forests more valuable and decrease the need for them to be cut down (When did you last see a group of kids take axes and cut down trees in large numbers?)
5) Decrease cost of planting spy, stealing plans, and exposing enemy spies. Increase cost of steal technology and sabotage production.
6) Increase appearance ratio of mercenaries.
7) And here's the really craziest idea. Disallow cities on inhospitable terrain (Deserts, Tundra, Jungle, Marshes) and lower the value of those tiles to 0. Dis is mainly to lessen expansion by a bit, keeps the world from being filled up with useless cities, and actually makes colonies useful, for the first time ever. Plus it keeps rouge kids around for longer periods of time, and makes the mod an even more different play experience than normal civ3.
8) If we do 7, then increase the value of flood plains by alot, making them tiny islands of worthwhile land in the middle of wasteland.
9) And Omega still wants to find some way that we can use music other than the normal civ3 music.