I'm not sure if you're still accepting feedback but im so bored waiting for 1.9 (hint!) ill post what happened in my last game.
Settings
Full mod (inc cities etc)
Deity
1.2 Althlon
512MB Ram
English
Rather than go through a year-by-year account of my game ill just go over the highlights and what i noticed.
Firstly, regarding the american civs, I just love the way when they are finally discovered (even on diety) they are not technologically advanced (to say the least!). I think that is a great feature of the mod and makes the game feel so historically accurate in that respect. Although in fairness thosse who wish to go any of those civs may find it a little difficult (i.e. impossible!) I do think its vital it stays in the mod.
Also I went along the route which you suggested in this mod's strategy thread which is to beeline for Writing if you start with Alphabet (e.g. English). Even at a 40 turn tech rate (10%), when you eventually get it, usually only the 'big 3' (India, China and Turkistan (I think)) have it and I end up making the trade of a lifetime that turn! I know some people have made a fuss out of India and China being too large (and having too many luxuries) thus making the game unfair I would have to disagree. Given that they are both rather non-agressive they make good use of the land. I'd rather have China owning all those Silks than Russia. Besides they usually declare war on each other and spend history in a tug-of-war that gets neither of them anywhere!
Also I did get extremely frustrated after spending hours (yes, did I mention my puny 1.2Ghz Athlon) constructing the army of Britain! (we're talking 50 Knights here) and an armada to carry them to Paris, only to find the buggers wouldnt get on the Galleys! At the time I never knew it was an issue that could be fixed in the editor so I just disbanded half of them (half to stay behind for protection) and made swordsmen instead. Other than setting me back a few turns and a day of my life, it was no problem.
Finally a critism, those fu$"_*£& Holy Ghazhi Warriors!!!! Somehow Arabia obtained the relics to get them (pretty easy if you go arabia I should add). We're talking 4,2,3 at a time when pikemen were just coming into fashion! But in addition to their rediculously low price of 30 shields (less than half that of a knight and faster (ok 1 less attack but that doesnt matter when you can have 2 of them for every knight)) is their outragious HP!! Elite has 10 yes TEN!! Im not being funny but just 1 of them is unkillable (given the new terrain bonuses) let alone a force consisting of dozens of them!! Id rather take on 2 knights than 1 of those! Half of the world turned pink towards 200AD as arabia began oblitarating every nation. Picking up great leaders in the process.
Think of this, I spent time reserving my elite knights to form my new 7 man army of elites and then, when I got 7 I made my army. 49 Strenght. It was a beast, I thought nothing is even gonna sniff it!! That was until it was comfronted by a partial elite,veteran,regular army of 6 units of Holy Ghazy Warriors with a strenght of something around 55!! (they made it with ease!). This might not seem such a big issue but play diety, the AI churns out 100's of them!! let me see you defend yourself with 4HP pikemen.
I appreciate the fact that you want these units to be 'special' and that they played an important role in history, but unless their modified in some way, if any civ gets them, then its game over!
TETurkhan Test of Time will be known as
TETurkhan Race for the Relics!!!
In addition to that I also echo what Moulton said with regards to the Templar Knights. Although however diffucult you might make these relics/grail etc to obtain, IF you do get them, you've won!?
The above illustrates how the minest of changes can have profound effects in a game.
Things I would suggest doing would be (Im only speaking for the Ghazi warriors here since i havent seen a Templar Knight, Arabia just build the warriors!, why not they're better!) reducing the HP. Make them normal (i.e. killable!!) Although I feel it will still be a huge advantage (almost guaranteeing the game to the owners) its a start. The bonus has to be minute on a unit to unit scale but considered on a civ wide scale to keep it in comparison with the game (over a period of turns with a number of warriors) so that the bonus does not kill the game.
I was thinking a benfit as minute as make them similarly priced as Knights (70ish ok maybe less 50ish) but keep its extra pace 4,2,3 but make its maintenance zilch. So in other words its not that much of a bonus to make them (still takes time, but you can build dozens of them and it wont put a strain on your economy (a free army).
Ive got alot more to add on terrain and pirate ships but i need to watch england. Ill add the rest later
PS thanks for a great mod, i dont even play on the game rules anymore!
Kosh
Settings
Full mod (inc cities etc)
Deity
1.2 Althlon
512MB Ram
English
Rather than go through a year-by-year account of my game ill just go over the highlights and what i noticed.
Firstly, regarding the american civs, I just love the way when they are finally discovered (even on diety) they are not technologically advanced (to say the least!). I think that is a great feature of the mod and makes the game feel so historically accurate in that respect. Although in fairness thosse who wish to go any of those civs may find it a little difficult (i.e. impossible!) I do think its vital it stays in the mod.

Also I went along the route which you suggested in this mod's strategy thread which is to beeline for Writing if you start with Alphabet (e.g. English). Even at a 40 turn tech rate (10%), when you eventually get it, usually only the 'big 3' (India, China and Turkistan (I think)) have it and I end up making the trade of a lifetime that turn! I know some people have made a fuss out of India and China being too large (and having too many luxuries) thus making the game unfair I would have to disagree. Given that they are both rather non-agressive they make good use of the land. I'd rather have China owning all those Silks than Russia. Besides they usually declare war on each other and spend history in a tug-of-war that gets neither of them anywhere!
Also I did get extremely frustrated after spending hours (yes, did I mention my puny 1.2Ghz Athlon) constructing the army of Britain! (we're talking 50 Knights here) and an armada to carry them to Paris, only to find the buggers wouldnt get on the Galleys! At the time I never knew it was an issue that could be fixed in the editor so I just disbanded half of them (half to stay behind for protection) and made swordsmen instead. Other than setting me back a few turns and a day of my life, it was no problem.
Finally a critism, those fu$"_*£& Holy Ghazhi Warriors!!!! Somehow Arabia obtained the relics to get them (pretty easy if you go arabia I should add). We're talking 4,2,3 at a time when pikemen were just coming into fashion! But in addition to their rediculously low price of 30 shields (less than half that of a knight and faster (ok 1 less attack but that doesnt matter when you can have 2 of them for every knight)) is their outragious HP!! Elite has 10 yes TEN!! Im not being funny but just 1 of them is unkillable (given the new terrain bonuses) let alone a force consisting of dozens of them!! Id rather take on 2 knights than 1 of those! Half of the world turned pink towards 200AD as arabia began oblitarating every nation. Picking up great leaders in the process.
Think of this, I spent time reserving my elite knights to form my new 7 man army of elites and then, when I got 7 I made my army. 49 Strenght. It was a beast, I thought nothing is even gonna sniff it!! That was until it was comfronted by a partial elite,veteran,regular army of 6 units of Holy Ghazy Warriors with a strenght of something around 55!! (they made it with ease!). This might not seem such a big issue but play diety, the AI churns out 100's of them!! let me see you defend yourself with 4HP pikemen.
I appreciate the fact that you want these units to be 'special' and that they played an important role in history, but unless their modified in some way, if any civ gets them, then its game over!
TETurkhan Test of Time will be known as
TETurkhan Race for the Relics!!!
In addition to that I also echo what Moulton said with regards to the Templar Knights. Although however diffucult you might make these relics/grail etc to obtain, IF you do get them, you've won!?
The above illustrates how the minest of changes can have profound effects in a game.
Things I would suggest doing would be (Im only speaking for the Ghazi warriors here since i havent seen a Templar Knight, Arabia just build the warriors!, why not they're better!) reducing the HP. Make them normal (i.e. killable!!) Although I feel it will still be a huge advantage (almost guaranteeing the game to the owners) its a start. The bonus has to be minute on a unit to unit scale but considered on a civ wide scale to keep it in comparison with the game (over a period of turns with a number of warriors) so that the bonus does not kill the game.
I was thinking a benfit as minute as make them similarly priced as Knights (70ish ok maybe less 50ish) but keep its extra pace 4,2,3 but make its maintenance zilch. So in other words its not that much of a bonus to make them (still takes time, but you can build dozens of them and it wont put a strain on your economy (a free army).
Ive got alot more to add on terrain and pirate ships but i need to watch england. Ill add the rest later

PS thanks for a great mod, i dont even play on the game rules anymore!
Kosh