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Best of luck with the modding, it already looks great at the start.
None of the units have additional stats or abilities per rank yet, I have ideas for most of the already existing units in my head, but haven't written them down. For the current stats and abilities that the units have, I can certainly type it out. You can find most of the info already under each unit's encyclopedia page when you run the game, but there may be a few hidden stats like armor piercing or things that aren't obvious like longbowmen having one extra range.
I'll see if I can get that out today or tomorrow. I'll post it as a discussion or something and reply to you somewhere.
In general I'd say dark actually has gated faction strength by the (relative, compared to the always on passives) difficulty of getting the most out of the very powerful cull the weak. Leaning into it, and especially adding easy sources of weakening is going to juice them up quite hard, in my opinion. That said I don't really know how they stack up against other factions at the moment in a 1v1 or multiplayer play so perhaps that's necessary.
The sharpshooters are falvor-light in comparison to the engineer. Keeping with the bastion style of play they might benefit from always ending in defensive mode. Doesn't add power, but lets them stand in closer fights and benefit from the culture ability more synergisticly.
Just my first thoughts, love what you are doing.