Sure, give us your stat ideas
About "balancing," tho, I don't think many people are trying to make the type of balanced mod where you have an equal chance of winning no matter who you play. A lot of other games are that way (Civ in general is that way) but RtW never really has been. In RtW terms, "balance" generally means you
have a historically appropriate chance of winning, depending on who you play. It's better to be Britain than Austria. An unbalanced RtW game is where civ strengths are not appropriate (like if France always overran Germany early on, that'd be unbalanced) In a perfect RtW-style balance, civs would interact appropriately relative to history. Isn't that just the kind of thing you're going for?
But we still have to take more into account than just the strength of individual units. Even if all the units have historically perfect stats, the game won't play historically if the countries' social and economic conditions aren't cared for. But your plans for making realistic units, together with plans for making the rest of the game realistic, can make for a brilliant simulation! So give us your stats, and we'll give you our stuff and implement the stats we all agree on. Chamboozer did some great work, tho, with good reasoning behind his stat choices, so (if you haven't already) it is smart to look at them. But you pump out what stats you think are good, and let's discuss em!
As for me, I've got some sweet skins coming for Great Generals (I'm excited about the tweaking I did of a German General), and UUs for Battleships, subs, paratroopers (this'll take a few days at the very least tho

) and some other stuff. Also putting in Mines and wondering about making a minesweeper boat, as well as a
sub-aircraft carrier. And I'm gonna do early, improved, advanced, and modern aircraft carriers, each more advanced model being stronger and able to hold more planes. And I think I want to make ships and planes non-upgradeable, like tanks.
Let me know if any of you think I should do something differently