Some of the points you've described in that post are very close to the design goal of my current mod project for civ6, I won't say that there is 100% chance to see it completed, but I do hope that it's much more than 0, and some of it is already coded (like resource/equipment/materiel stockpiling and used to product and maintain units)
Reading your commentary on your project started me thinking about the 'process' of Building Units, and then Building structures/Wonders, so in a way, this is just more commentary once removed from your own work!
On the topic of building materials, I definitely agree that we'd need to differentiate different types of materials.
Very Tentatively, here are my 'initial thoughts' on the Building Materials differentiation. Much as I dislike the whole 'Eras' mechanism (too Eurocentric, too arbitrary, usually completely inapplicable to a specific game) it does make a convenient mechanism for requiring 'Upgrades' to the stockpiles your Civ is building up.
Ancient Era:
Basic Building Materials
.....Available from the Start, generated from any Forest, Jungle, Floodplain, or Hill Tile, more generated from working Mines, Quarries, or Sawmills/Forestry Camps
REQUIRED in varying quantities to build an Ancient Era building or Wonder (Wonders may have specific requirements for Special Materials like Marble)
Basic Weapons
.....Available from the Start, generated from any Forest or Jungle tile, any tile with Sheep, Cattle, Copper, Horses, more generated by having Pastures or Mines on the related Resources
REQUIRED to build any Ancient Era military unit in varying quantities.
Classical Era:
Worked Building Materials
.....Available from the Start of the Classical Era, generated by any Improved Jungle, Forest, Floodplain, or Plains/Grassland Hill Tile, more generated by working Mines, Quarries or Sawmills/Forestry Camps and by working Resources like Stone, Marble, Gypsum, or Copper
REQUIRED to build any Classical Era building or Wonder, speeds up construction of any Ancient Era structure and uses less quantity of materials than Basic Materials for those.
Worked Weapons and Gear
..... Available from the Start of the Classical Era, generated by working Mines or Pastures on Copper, Iron, Horses, Sheep, or Cattle
REQUIRED to build any Classical Era military unit, in addition to specific requirements of Iron or Horses for certain units.
Medieval Era
Crafted Building Materials
..... Available from the Start of the Medieval Era, generated by having at least one Specialist in a Workshop or Mill and the same Improved Tiles as for Worked Building Materials
REQUIRED to build an Medieval Era building or Wonder, speeds up construction of buildings/Wonders from earlier Eras.
Crafted Weapons and Equipment
.....Available from the Start of the Medieval Era, generated by having at least one Specialist in a Workshop or Mill and the same Improved Tiles as for Worked Weapons and Gear
REQUIRED to build any Medieval Era military unit, in addition to specific Resource requirements for certain units.
Renaissance Era
Woodfitting and Precision Stonework
.....Requires at least one Specialist in a Workshop and Improved Tiles with Forest, Jungle, Floodplains, Hills, and Resources: Copper, Iron, Stone, Marble, Gypsum
REQUIRED to build any Renaissance Era Era building or Wonder, speeds up construction of buildings/Wonders from earlier Eras
Precision Metalworking
..... Requires at least one Specialist in a Workshop and Improved Tiles with Copper, Iron, Nitre, Forest or Jungle
REQUIRED to build any Renaissance Era military unit, in addition to specific Resource requirements for certain units
Industrial Era
Industrial Materials
..... Requires at least one Specialist in a Workshop or Factory and Improved Tiles with Copper, Iron, Coal, Stone, Marble, Gypsum, Forest or Jungle
REQUIRED to build any Industrial Era building or Wonder, speeds up construction of buildings/Wonders from earlier Eras
Machine-tooled Equipment
..... Requires at least one Specialist in a Workshop or Factory and Improved Tiles with Copper, Iron, Coal, Nitre, Forest or Jungle
REQUIRED to build any Industrial Era military unit, in addition to specific Resource requirements for certain units
Modern Era
Concrete/Steel Construction Materials
..... Requires at least one Specialist in a University, Factory or Powerplant and Improved Tiles with Copper, Iron, Coal, Stone, Marble, Gypsum, Forest or Jungle
REQUIRED to build any Modern Era building or Wonder, speeds up construction of buildings/Wonders from earlier Eras
Precision-Tooled Equipment
.....Requires at least one Specialist in a University, Factory or Powerplant and Improved Tiles with Copper, Iron, Coal, Nitre, Oil, Forest or Jungle
REQUIRED to build any Modern Era military unit, in addition to specific Resource requirements for certain units
Atomic Era
Composite Construction Materials
.....Requires at least one Specialist in a University, Research Lab, Factory or Powerplant and Improved Tiles with Copper, Iron, Coal, Aluminum, Stone, Marble, Gypsum, Forest or Jungle
REQUIRED to build any Atomic Era building or Wonder, speeds up construction of buildings/Wonders from earlier Eras
Advanced Alloy Fabrication
..... Requires at least one Specialist in a University, Research Lab, Factory Powerplant and Improved Tiles with Copper, Iron, Coal, Oil, Nitre, Aluminum, Forest or Jungle
REQUIRED to build any Atomic Era military unit, in addition to specific Resource requirements for certain units
Information Era
Molecular Materials Construction
..... Requires at least one Specialist in a Research Lab, Factory or Powerplant and Improved Tiles of any type
REQUIRED to build any Information Era building or Wonder, speeds up construction of buildings/Wonders from earlier Eras
Advanced Composite Fabrication
..... Requires at least one Specialist in a Research Lab, Factory or Powerplant and Improved Tiles of any type
REQUIRED to build any Information Era military unit, in addition to specific Resource requirements for certain units
I am very, very tempted to differentiate the materials by Military Unit: Ground, Air and Sea, which would require the game to keep a little more involved records, but also allow the inclusion of Armories and Shipyards with Specialists stockpiling specific materials for land and sea units. Unfortunately, Hangers don't really fill the same function for aircraft, but for Game Purposes, it could be made to work.
Of course, with the current system of Districts/Buldings in Civ VI, this would require you to build certain districts in order to keep building and maintaining anything. That may not be a bad thing, but it adds an extra complication to the play of the game...
One of the problems with Civ is that citizens are all treated the same way. I can either choose to have a citizen work a farm tile or a lumbermill. In reality, the number of people employed in farming would drastically outnumber the number of foresters and it really wouldn't be a "choice". The other problem with Civ 6's design (and I think this was intentional) is that it's difficult to separate the two now (meaning food production and everything else). In prior Civ games, all buildings and wonders were built within the city itself. Now that cities must give up tiles to build districts and wonders, there are fewer tiles to work. I think this is the reason that tile yields were changed in Civ 6 (instead of all hills being 2 production, now hills are +1 production on the base tile yield). This means that your farms can produce production and your mines can produce food (if the mine is on a grassland tile, the mine actually feeds itself!). If we wanted to be able to represent a true balance of how workers were distributed, we'd need to have separate pools of labour for each task.
In case I'm not being clear, what I mean is that to accurately represent how tiles were worked, you might have 100 miners for every 5000 farmers. That means in real life, you're not really choosing between mining or farming, you can pretty much have both. If we wanted an accurate representation of this sort of thing, we'd have to make resource gathering controlled by something else entirely, a different pool of citizens than you used to farm crops of raise animals.
If we looked at my above numbers for population, perhaps you would use the same pool of workers for building to gather resources. If this was implemented, I'd strongly recommend that only worked tiles would be able to produce resources. You'd have to adjust how yields were generated though, and tons of other things.
As you can see above, I've started thinking about 'differentiating' by tile/resource what kinds of 'materials' are being stockpiled and for what purpose. This needs a lot more work, especially if it has to be 'fired' into the current Civ VI Districts and Buildings and Improvements, but it's a start...
One major problem Civ has always had is Ground Scale. A Classical/Medieval Mine did not have anything like the 'footprint' on the ground that a Classical/Medieval Plantation or Farm had, and the 'footprint' of the average ancient 'city' is a tiny fraction of the amount of landscape a Civ VI city and districts take up. Civ VI seems to have 'incorporated' this by having multiple types of Yields per tile, which means the 'Farm' or 'Quarry' you build on a tile only represents the principle 'working' being done in the area represented. Every tile on the game map essentially represents far more varied territory and resources than is depicted in the game, but I can imagine the nightmarish graphical mess having each tile Explicitly have 2 + Resources or terrain types in it would be! Not to mention depicting which and how the resources and terrain are being worked, Improved, and pillaged.