I haven't exactly been keeping up with the mod, and I don't have much time right now, so initial impressions:
Ulm:
-Evoc 7 (with no national spells elsewhere in the line) for a 45-gem spell that creates 15 units? By then, you'd probably want more space fighters for the war in space than fifteen ground fighters you could just recruit.
R'lyeh:
-Have you modified the Void Gate units? You'd think they would be changed after so much time and when force to fight on a galactic scale. Forcefield-shielded Vastnesses with mind-enhancing 'helmets', anyone?
-R'lyeh has no summonable ships. This makes puppies cry.
-Most of its national spells are high-end, though I guess that's not really too bad if that was what you were aiming for. Just saying.
-There seems to be some overlap between R'lyeh and Neoclidia. Namely, Illithids are immensely powerful beings who plan on conquering the universe; Old Ones are unimaginably powerful beings that plan on conquering the universe again. The only difference seems to be that the Old Ones can rip you a new one physically as well as mentally, instead of having to rely on slaves.
Jomon:
-The Defender has an incomplete description.
-The fifth unit has no name. This is bad.
-A recruitable ethereal assassin with great stats and a 15-damage AN long-range weapon? Sounds like a walking deathbot for land forces.
-Puppies are still crying, although since Jomon has no ships anyways I guess they're just sniffling.
-Only one, really high-end national spell? That amounts two two weak oni, the Dai Oni, and Oni Dragons. I'm fairly sure Oni Dragons can pretty much only be summoned by your pretender, too. Although if they're as powerful as people say they are, that's not too much of a handicap.
Orks:
-No use for that earth magic?
-Ork Aspiring Heroes can immediately become Ork Heroes. Is there any drawback to this?
Insectoids:
-Are you sure giving the Primordia Regina earth magic (ie, easy access to powerful generic ships due to likely high E magic from crappy scales) was a good idea?
Commonwealth:
-The pretender has Astral and the site gives Astral pearls, but AFAIK the only use are a few high-end astral/w spells. Maybe reduce the Astral income in favor of Water income?
Also, on turn 2 all of Ulm's units disappeared. I don't know why. The mod seems a lot better than the last version I picked up, though all the vanilla spells still seem to be here, likely due to lack of anything to replace them with.
Finally, I'll come back to you with more well-based idea and opinions later; this was a quick look. Sadly, many puppies cried during the making of this post.