Unfortunately, these features are not very visible as it is, excepting in certain base terrain where they stand out more. If the player doesn't recognize these bonuses without zooming all the way out to the ugly gamescale map, that is a problem that needs to be addressed by the UI and/or a graphics pass to make them stand out more.
Also, not only are strategics not adjusting based on map size, some of them aren't spawning enough at ALL. So far I've played one game on the normal sized map, and one on the largest size.
Between those two games, there have been a total of three oil spawns, and three aluminum.
Not in my empire.
On the entire maps!
Given that a lot of the late game buildings/units require multiples of one or the other, it would be impossible to build them with an average of 1.5 resources in the entire world.
Generally, Resource Balance is still a Work in Progress. It's better than it was: for a while in the test builds I was settling on continents representing 1/3 of the land on a Large Map and finding 1 Horse or Copper Resource on the entire continent. Given the amount of resources you need to build Infrastructures as well as mid to late game Units, this was less a playable game than an exercise in Masochism.
It's a little better now, but I just finished a game in which I completed the entire Tech Tree but never built a surface ship more advanced than an Ironclad, because I had access to exactly 1 Oil Resource. This also kept me from building any Nuclear Missiles, tanks or artillery. Having Nuclear Submarines, Steam Frigates and Ironclads in the same navy was more than mildly jarring, I can tell you!
I've advocated it for Civ VII, and I'll keep banging the drum for it in
Humankind: Progressive Resources. It is ridiculous that all the Oil, Coal, Iron, Aluminum, etc in the world appears like Magic at exactly the same moment. There should be Technologically-inspired points where more Resources appear: deep mining technology in the Medieval Age, or Open Pit Mines in the Modern Age (this would encroach a bit on Australia's Emblematic Quarter, but they could be given a boost to make up for it). You'd still have the problem of scrambling to secure Resources - establishing Diplomatic Trade Routes, settling new regions or conquering old ones that suddenly turn Valuable - but that, IMHO, would just keep the game more dynamic in the mid to late stages.
For Luxury Resources,
Humankind not only has perhaps a tad too many available, but like Civ it has made the mistake of making most Trade and almost all Luxury/Amenity dependent on Natural Resources. In fact, as far back as the Ancient and certainly by the Classical Age an increasing amount of lucrative trade was in Manufactured Products ranging from decorated Pottery to high-end Jewelry. After the Industrial Age started in earnest, this expanded dramatically: cheap cloth and clothing, metal products from tools and machine tools to ships, railroad equipment and steam power plants, and in the Modern Era personal electronics and automobiles - take a look at any chart of High Value in world trade today, and virtually all of the top items are manufactured items and categories.
Dropping the sheer amount of natural Resources but allowing the addition of Manufactured Luxuries for Trade and other bonuses later in the game would potentially reduce the randomness of what the map gives you while placing in the gamer's hands the choice of whether to concentrate on Consumer Goods for, say, Fame and Trade. It was famously said that the Swiss got rich by taking a $60 ton of steel and turning it into watch mainsprings, and as far back as the late Medieval Age England (or at least, part of it) got rich by using their sheep to produce dyed wool cloth that had a much higher value/pound than raw wool, lanolin or mutton. That kind of mechanism should be in the game.