Excellent work on the cards, WS. I wasn't really expecting more than some brief mods notes.
I like the idea of granting different free actions depending on unit class. I was already thinking of doing that for the Mex Rev. I might just borrow the idea of giving elite units 'Skirmish', which for me means US regulars (not that I have or plan to have any, but to allow for others who do... )
Am I right in assuming you use the firing stats as per the rules, and haven't upgraded in line with the suggestion for bolt action rifles on page 36?
I see that you haven't changed the MG stats from the rule as written, which are very obviously intended to represent early, Gatling-type MGs. I felt that some upgrading was essential, both for accuracy's sake, and to differentiate the two types on the tabletop. If you'll only be using improved MGs it shouldn't be an issue. My mods are: four dice per crew figure; 30 inch range; no jamming; 7/9 points. This might appear to produce an over-powerful unit, but as Mexican MGs will all be poorly drilled, and there'll be an out-of-ammo rule that comes into play on a particular dice roll (yet to be decided, but probably something like more ones rolled than hits inflicted), its effect should be sufficiently tempered. BTW, the out-of-ammo rule will apply to all units; both sides were plagued by ammo supply problems, either because of shortages (revolutionaries), or poor fire discipline leading to appalling wastage (Federales). You might also be interested in my ideas for LMGs: two crew figures; four dice per crew figure; 24 inch range; no jamming; 4/6 points.