Dahomey amazons have mele resist and is a skirmisher unit. so, there is no need for JPKs to have ranged resist.
The only Aztec unit that is capable of stopping large masses of melee heavy infantry is the JPK. if we remake the JPK we must ensure that it does not lose that capacity. Having melee resistance helps them fulfill that role.
I think the trickle from TPs is too much as currently suggested. 1w per second is 2 vills on wood. Add 1c per second and that’s roughly 1.4 vills. The food is only 1.2 or so. That adds up to ~4.6 vills added to the value of every trading post (an already valuable building) for a civ that already is very good at getting map control.
That would change the build order to something that involves getting one or more TPs in age 1 (you build two and it’s almost like having an age 1 factory).
I think that change alone would make Aztec OP. Adding such a massive early eco boost to a rush civ would make them too strong
The others are probably fine and might be needed, but I think it would be prudent not to buff them all at the same time. I think the JPK changes have to be done (whether it ends up with the exact stats suggested here or not). But they would be a massive change and allowing them to be tested alone as one of the only variables seems safer than buffing them massively and buffing Slingers and AKs too.
I think ERK + JPK would become a very strong combination because it would let JPK meat shield against Skirmisher fire for the ERKs which deal high damage.
I had suggested this in another thread, it would be more late game focused
As suggested the Temple might not be strong enough, if it needed to be buffed, adding units to the list of who can trigger the eco boost could work.
I think your Temple is a good idea. It will require a new building model and new code for augment the trickle accord the units killed. Aztecs may not receive very much attention.
=egarding my TP trickle, you are right. In early ages it will be OP. Where to put it to reinforce late game?
But you still will need Arrow (Cuextecatl rename, please?) Knights to fight (ehem, survive) artillery, Coyotes for a lighting attack, Otontins for distance and Puma if there are much cavalry (and possibly siege).