Great mod, expanding basic game concept while still staying true to CivIV. Been playing this almost exclusively for the last 4 months.

Some observations:
1. Bombards. While I like the idea, they still need some work:
- Seems you forgot to add flankingstrikes to knights/heavy horsemen/cavalry; As of now, bombards cannot be flanked at all.
- A little too powerful; bombards of the day (assuming your bombard represents late 15th to 17th century cannon) were mostly siege engines, yet at S:9 they pose significant threat in pitched battles (at least until heavy horsemen arrive). I modded them to S:6, +50% city attack, that seems to have put them in line.
- IMO, they seem a little unbalanced; their ranged bombardment of units is a joke (either I have some seriously bad luck using them, or their chance to hit is 20% - almost exactly 1 of 5 hits every turn), but even small units can devastate city buildings/knock down city walls/kill population quite fast. Something seems off here.
2. Unit upgrades. I really dont like losing access to basic unit once futuristic upgrade becomes available. Once I have the tech to build ATFs, I cannot build more regular jets (or support aircraft
ouch), same goes for helijets and gunships, mammoth tanks and advanced MBTs, plasma infantry and modern infantry. The problem is all the units mentioned are national units, and while ATFs are all fine, one really needs more than 18 aircraft in future warfare. To clarify, I like the fact Next War stuff has a national limit, but those superelites shouldnt replace basic workhorse units. This problem (well, the ATF part) was first introduced with Varietas Delectat many months ago; was this intended?
3. Adding new units occasionally resulted in balance upset among existing ones:
- Ship of the Line; not your fault, it was poorly implemented from the beginning, galleass only made it worse. Relative power of a SotL against frigate is the same as against galleon/galleass, this doesnt make sense. SotL really need to have 50% bonus against both of them.
- Anti-tank infantry is borderline useless now; they can beat medium tanks, usually die against heavy ones, and are hopelessly obsolete by the time MBTs appear. Still, they can only be upgraded to Mech. Infantry, meaning they remain a dead weight for a looong time.
- I really like the modern frigate idea, as well as general improvement of naval warfare, but I believe you should tweak existing CivIV ships a little to bring them in line with the new ones. Destroyers were overpowered since the debut of CivIV, introducing cruisers/dreadnoughts just made it worse there should be much greater power gap between destroyers and dreadnoughts. Personally, Im using destroyers with S:26, bonus vs subs and 30% withdrawal chance, and S:50 battleships with national limit of 6 perhaps its not the optimal solution, but its a start.
- Finally, with all the stuff you added, this game needs a coal-powered transport ship. Having invasion force made of galleons escorted by pre-dreadnoughts and protected cruisers just doesnt feel right.
Ah, and for the record, I like this suggestion concerning Prime Timber:
http://forums.civfanatics.com/showpost.php?p=8406104&postcount=746
+1 from me.