Okay, I looked the list of changes over, and so far, the only problem I have is with ships moving a little slow in the ocean. But hey, at least some of the modern units don't have that issue.
I'm all for realism, but um, this makes exploring the world a little more complicated on Pangean maps. Magellen's voyage with this mod would take 200 years.
And military costs increasing, rather insanely. Now, I'm all for balance, but when a modern era tank requires more hammers than world wonders, there's a balance issue.
Now, I can build tanks usually in 1 to 3 turns normaly. Now, with a 4 times increase in price, that rather small amount becomes a hair shy of 600. At least, I think that's 4 times their current cost.
Again, tanks shouldn't be more expensive to build than nuclear power plants, or equally expensive structures.
Again, I'm all for balance, but when arcologies are cheaper then early future military units, it's a little messed up. Because really, a giant tank shouldn't take longer to build than a city wide shield.
I don't know, maybe I like playing on Settler difficulty, despite it being the easiest.

But I don't know the cost multiplier for that difficulty. I'm just saying though, 4 times current costs seem a bit much. If you know, you want your city to grow, and not mass produce engineers every two turns...in order to sink them into the city and therefor be able to build things.
Also, I don't know about making certain military units not gain drill promotion. Not only does this mess up protective trait leaders, it also prevents the rather nice reduced damage by collateral damage from being given to things.
Also, I don't know if you know this, but tanks are now useless because collateral damage was broken, and the fix "Broke" tanks. Unless you're willing to fix this, which is a line of XML, tanks should have collateral damage promotions taken away, and be given a bonus to resist being smashed by cannons...

Same thing with the dreadnought, the nanite cloud, thanks for nerfing that, by the way. Also, not really thanks.
At the moment, my nanite clouds get zerg rushed by about 8 cannons. This makes it impossible for them to heal reliably. Because somehow cannons have a magical ability to destroy nanoswarms.

That's almost as silly as Opportunity fire. "A rifleman has gained opportunity fire on your nanite cloud."

This line here should make anyone realize that it was horribly broken to begin with. Same with Dreadnoughts.
I know, I know, I'm annoying you with my complaints.
Sorry. Also, happy birthday, although you may be very unhappy now.