Make Copper a requirement to build the Ammunition Factory (brass is copper, tin, and zinc; but mostly copper).
You need a way to scrub fallout, maybe a late game tech that allows that action.
Need UUs for each civ...
I didn't see any chopper units? I thought the barbs had them?
I agree with this as well as the previous comment about boats being a popular request. Think the 'river port' building from Rise of Mankind mod would be really good.
As for making copper a requirement, I'm not sure. I've pointed out a few times that a lot of this depends on the scale of the game, both in time and in size of units.
If the game scale is short (turns seem to be 1/2 a year? now) and any given unit is small (2-20 vehicles, 50 or so infantry and 30 or so Cavalry) then I think there is plenty of copper left in wires and the like. As most people know these days, there are wires in all sorts of things which metal thieves are stealing from like light pools and the like.
However, I could see this game having a bit of a reverse of the standard game in time in that later game might shift to having longer timed turns to represent that the civilization is getting back on it's feet and is able to start doing more large scale projects that take more time and are field units that are larger. If this is the case, I would think that many of the later units/weapons might have a resource requirement since you've already scavaged up the resources in the early game and now with larger units, you need more natural resources to get by.
I also believe that the food to city size might need to be tweak, if possible to show that for the early part of the game, the way cities would expand would be mostly by refugees coming in, brought in by the lure of safety. I mean if every turn is a 1/2 year, then it takes 30 turns for a baby to go from birth to a 'decent' breeding age of 15 so while food is important to feed a growing population, time constrains how fast your cities are going to grow naturally beyond that of refugees coming in.
Again this probably more work than it's worth, but it might be worth it because it works to help players who are trying to win via a more pacifistic approach. I mean a player who works to grow his culture and build defensive works (since they're not going to focus on aggression) the side-affect is that refugees will hear about their culture due to the culture boast and would want to stay due to the high safety. Thus they would grow faster. The flip side of this would be aggressive cultures would have a bit harder time just cranking out nothing but combat units since they would have small cities.
Once again, I really feel that different paths to victory need to be viable. Obviously in this mod, combat is important, but it seems to me that there should be a penalty for just focusing on combat. I mean even Despots have to worry over time about restless peasants. So, can you keep your empire together long enough to get an army big enough to take the cultured, but safe Civ next door?