@timboobaa: If you can sort of see the skin through but everything is also very pink that's the gloss map showing, although it should only appear that way when you view the non fx version. Also, it usually is limited to the metallic parts obviously. I don't remember having any trouble with the chonoku and certainly not with charlemagne units, which I actually viewed recently. If you're seeing the gloss pink over the entire unit then that usually means you're missing the gloss texture (so the engine assumes you have 100% gloss all over). If you do have the gloss texture in the folder then it might be just some conflict between your graphics card and the shader. As I mentioned this should not appear on the fx version of the unit, if it does than either I'm wrong and you're having a different issue or again it's a problem with a shader, which probably means there's nothing you can do about it (well you could try updating drivers but I doubt that'll help).
It does seem like this is limited to the viewer only, so if you can ignore it then you can still work on units to some extent
The "freeze" files are there for those that use the option "Freeze Animations" - they basically represent a few basic positions for the unit that it uses when the animations are suppose to be frozen. You usually don't need them though - in all my time making units only recently did I encounter posts mentioning a bug that occurs due to not having those files. However, for completeness' sake, if you're making a not-too-drastic change of a unit - for example, texture and a different weapon, then you can copy the original freeze files into the same folder and for those that use freeze animations, the unit will sometimes appear as a bit of a mix between old and new units - i.e. it'll have the new texture but an old weapon. Thing is, freeze positions are only used when the unit is not selected, in fact, even though there's usually an "attack" freeze position, when units attack they're always animated.
Of yeah, one last thing about freeze files, they have to match the KFM file used by the unit, regardless of what the original NIF was. In other words, even if you took a grenadier and redid him and gave him warrior animations (for whatever reason) the freeze files must be "warrior" freeze files. However, although I haven't tested it, it should be possible to grab grenadier freeze files and rename them to warrior freeze files (basically so you don't get a warrior pop up whenever freeze position is used

).