I haven't had a chance to download this yet, just some comments from what has been written in this thread:
1. I love the idea of the claw, and feel that making them sacred (appropriate if you have Laseen as pretender) would give them the boost they need, and be something pretty special. I don’t think there are any sacred assasins currently?
2. Unless there is a sacred recruitable unit I’m not aware of, why not have the Bridgeburners(or Bonehunters) as sacred versions of the marine and sappers? Just add Sacred and up the gold cost appropriately. I’ve got to say I’d love to play them with an S9 bless, Twist Fate seems highly appropriate
3. I love the common astral theme through the cadre mages (which are fine) and the High Mages. National spells relating to teleportation would be excellent. I’m not sure if its codable but if you can create a ritual for dropping unrest in a friendly province, that would link nicely to their ability to assimilate conquered lands. I don’t think any summons are necessarily needed or thematic.
4. In terms of the cadre mages, the large variety of magic types in cadre mages in the books can be covered by indy mages, I don’t think they have to be available as national troops. You’ve got it fine as is
5. I don’t think sailing is needed – its not that central to the feel of the Malazans, and with easy access to air, water and astral (with bonus gate spells) you shouldn’t have any hassles crossing the oceans anyway.
There is huge scope to add other races in to this mod, it could be very interesting. Who wouldn't want to play the toblakai, or the tiste andii?
If you ever create a letherii race make sure to give them sensational admin values on their forts