It's been said many times, but can't be said enough: Great scenario Rocoteh!
I've started in with the Brits to get a little global action going, and it's quite fun so far. A few notes, some of which I'm sure have been mentioned, but I'll add my $0.02.
Some have said the Thai navy is annoying: As the UK, I don't see why. Just conquer all of Thailand in the first two turns (easy) and the whole navy goes *poof!*
The two biggest pecadillos I have so far are the leaderheads and the civilopedia. I know it's just graphics, but seeing Elizabeth and Fat Catherine instead of Winston and Josef just irks me all out of proportion. To solve, I went ahead and tossed in more "proper" leaderheads from GIDustin's site, something I hope you are considering doing for the next revision of the graphics archive.
As for the civilopedia issue: I've been finding all the different unit types, with their unique names (which I love, don't get me wrong) to be a little confusing without more complete documentation. My guess is that you want to get the game working as smoothly as possible before tackling the huge job of making a new Civilopedia.txt, I just hope you don't neglect it forever.
One other niggler: the 100 turn build time for RR's. I realize this is intentional, and designed to keep the silly free move under control, but it makes destroying enemy rail links oh so fun and effective. I've hamstrung much of Japanese mainland operations with a few will placed bombing runs out of Hong Kong, and done bad things to the German rail system too. Since the AI doesn't use bombers or artillery basically at all against terrain improvements, it gives a large strategic advantage to the human player when the computer can't rebuild. I imagine similarly minded opponents in multiplayer could quickly decimate the entire scenario's rail system if they were so inclined.
A minor thing overlooked: you appear hell-bent on eliminating pollution from the game (I like). Research Labs still generate pollution, but other than them, nothing does. If no buildings have positive pollution values, then setting the "reduces building pollution" has no effect, btw.
Okay, so back to the war. So far, as I've said, Thailand has fallen. Most of the German north fleet is at the bottom, thanks to tactics of moving only far enough to still return my ships to port at the end of the turn. Hitler was obliging enough to move much of the rest of his fleet within range of the Isles after I destroyed everything within range on turn one. So now to build up the infrastructure and army to invade across the Channel to rescue the sorry French, who are indeed not doing so well.
So far, operations have been largely naval in the Med too, with almost the entire Italian fleet smashed with similar tactics out of the well-placed Malta. Taking Tobruk on turn one certainly helped, as it killed all 13 subs based there with the loss (luckily-all 6 were badly damaged) of no troops for me. If this was not an intended strategy, perhaps move the subs out of port?
Anyway, enough talk, gotta get back to the game!
Oh, and for the record, I'm running on 512MB PC2100 ram, and only a 900MHZ(!) Athalon, though on a newer mobo, and the game works fine. I'm a patient person, though