As LegendaryJarl has repeated stated his opinion that Myth units are of little value, unless you wish to start another thread, let's agree he's right on this for the moment, shall we?
LegendaryJarl: even assuming that your multipliers are correct, there are few basic problems with your calculation system:
1) You claim to be able to calculate the value of a unit. How does one actually use this value? You gave, for instance, a Huskarl a higher value than a Ulfsark. Does this mean that I should always build more Huskarls than Ulfsarks?
This value must remain true throughout the game, which means that even if my opponent built nothing but Raiding Calvary, my combination of Huskarls and Ulfsarks must consistently beat it better than an equal number of Ulfsarks alone.
You can't argue that your values work in some situations but not others. AoM doesn't work that way; things move in unit-counter-cycles. Assigning fixed values doesn't work because a Ulfsark gets bonuses against certain units, affecting your values.
When comparing, for instance, an Ulfsark and a Huskarl, the Ulfsark's bonuses don't apply when fighting against a Huskarl. In that case, you'll have to cancel out the additional bonus value.
And should you attempt to evaluate every single possible unit in every single possible upgrades, your list would be so long it'll be useless during normal gameplay.
2) Here are some things you didn't even factor into your score.
If a unit can fly, shouldn't it affect your values?
If a unit can gather resources, shouldn't that also affect?
What about recieving resources, like an Ox Cart?
3) Unit use
An Oracle is intended for nothing but scouting. It's attack is weak. It's slow, it has little HP, and doesn't get bonuses.
Yet, an Atlantean player who abandons Oracles entirely because of their little value, according to your chart, will miss out valuable resources and chokepoints around his base.
It's like bonuses - the importance and value of a unit varies according to the situation. When countering calvary, anti-calvary bonuses should recieve more value. When scouting, LOS and speed should recieve more value. This varies so much, you can't claim to produce a universally-appropriate value.
3) Actual gameplay
Assuming your multipliers are correct, they are still comparing units 1-to-1. When strategies like meatshields, chokepoints, etc come into play, your values are again rendered invalid.
This is a pre-written reply to an objection I predict will come up.
You CANNOT claim that as your modifiers work for SOME situations, and not others, your evaluation system works. This is a false argument and renders your entire system invalid - I could arbitarily give any unit any random value, then place it in a situation where it would win - for instance, a Toxotes against a War Elephant seperated by a cliff. If you use this argument, your carefully-written modifiers are worth no more than randomly-generated ones, i.e.: worthless.