You're adding WAY too much for the Merkava in the way of capabilities. It's a fine tank, don't get me wrong, but it shouldn't carry an additional unit - sitting on a Merkava is great when rolling over a shantytown, but in combat, not a person on earth is gonna be sitting on the tank - it draws the most fire. Additionally, it cannot carry enough to qualify as carrying an entire unit - way too powerful.
Additionally, other tanks also can employ guided missile fire, so not sure how that plays into your thinking on this...
Creating a Merkava with carry and bombard (and I'm sure increased A/D, which it also doesn't warrant) is too powerful in the game, not to mention for it's true ability. The 'power pack' which you remark about increasing it's defensive rating simply means the engine is in the front of the tank - providing additional protection to the crew compartment as incoming rounds will destroy the engine, not the crew. Nice for the crew, but not giving the unit as a combat effective element an increased defense.
As to Civ traits - Religious is kind of a no brainer! But Religious and Scientific may be too powerful a combination. Maybe religious and militaristic (fight to survive), or industrious(to scratch out a living in less than ideal terrain). I can't think of a reason to give Israel scientific...
The unique unit for Israel should be - the Maccabee (sorta lame sounding I know, you can change it to Machabee), with 2/3/1, maybe available with iron as a resource and Code of Laws as a tech. No reason you have to make the UU so modern...modern UU's generally suck.
I'd also change the name to Hebrew as the Civ...
Now that I think about it, maybe it would be a good one to add to my modpack, along with the Moors...
Hey, if you do this in your mod, gimme some credit if you steal my Machabee idea!!!
Dang it, now *I* want to add them to my modpack. Anyone have a link to a leaderhead for them? No Sharon please...well, only if I have no other choice...
Venger