1. Perhaps the game would require a high end PC to run properly but i' d really LOVE to see unique style units per civ. Each civ has it's very own looking spearman and so on.
That's overhead that does nothing for gameplay, and kills the games for those of us who can;t afford high-end PCs. If you must have this, please let us switch it off.
Gifting units is a small step forward to unit trading. As in real life, this isn't the actual case. Each civilization should be able to purchase/sell units to another one, even by placing an order.
This is a good notion, though I'm unsure about the details.
3. A Civ should be able to purchase extra promotions for EACH unit. That way, a rich civ could find some use for his extra gold.
I want promotions to be a thing you can switch off, too, if it has to be in at all. Except from "veteran" and "elite" as in Civ III.
Promotions should be more specific. Let' s see an air unit for example: It could be used for naval warfare by getting (by purchase also) extra damage points over see units (+10, +15, ... +90%). Advancing it in a different way could make it an ideal city defenses bomber, collateral damage maker, military buildings devastator, civilian buildings devastator etc.
I'm inclined to see this sort of variation, if you want it in at all, as better handled by having a range of different units for these functions in the first place.
7. Military Satellites to recon the map whenever necessary (limited to 10 --- 1 satellite - 1 recon of a certain portion of the map --- Adds a 15% more damage for Guided Missiles, Tactilal Nukes and ICBMs). Communication Satellites (adds an advantage in combat per every satellite built of this kind). Communication Satellites are limited to 10, each offering a plus 5% advantage in combat for ALL units. Satellites aren't built the classic way. They are purchased over a new screen (could be the same with the one of purchasing units).
I still think there's no need for a new mechanic here at all.
A recon satellite as unit, you build in a city, you launch. It travels a certain fixed distance (either a number of squares, or a proportion of the size of the map; a large distance, anyway) in a straight line in any given direction per turn, and once you set it off, it always goes in the same direction. At the end of every turn it gives you up-to-date view of every square it has passed over and a certain number to either side; after a certain number of turns it burns up and falls out of orbit.
9. Guided Missiles, Artillery/Air/Naval bombarding can KILL a unit if woonded seriously from previous atacks.
Lethal bombard needs to be in, definitely.
12. Transport Helicopters can carry 2 foot soldiers or 1 armored unit, Air Transport can carry 4 foot soldiers or 2 armored units.
Definitely, air transport units that work as units; I'm inclined to think that the "teleport" way airports have worked since Civ II really should be got rid of.
15. Fighters should DEFINITELY be able to engage enemy air fighters in air as an extra mission rather wait till intercepted when performing air-to ground operations.
This would be solved by going back to having air units be units as in Civ 1 and 2 and scrapping the silly "missions" mechanic.