I'm thinking now that the target area idea I proposed could have the modifiers "area reset" and "cycle reset" (the latter solving what's being discussed).
Without modifiers, area targeting resources would make the selected units first focus on them, and continue gathering the same resource around, as usual.
With the "area reset" modifier, only the resources inside the selected area are targeted, nothing outside it.
With the "cycle reset" modifier, the selected gatherer randomly chooses between the targeted resources after reaching a dropsite.
Some of these would have uses in combat also, for example when selecting ranged units and area targeting some enemy units with the "cycle reset" modifier, each missile would be aimed at a random targeted unit, acting as an "aim at will" command to homogeneously weakening them, instead of attacking some unit until it dies and then switching.
It wouldn't be for nothing. It gives you the option of training heavier units for more cost or lighter units for less cost or a balance in the medium units. Gives the player options.
Looks really good! I doubt the apron (parablema) would have been added to the aspis. I guess you didn't switch the sword not to have everything on the left? One possibility is to rotate it a bit backwards. Also, I guess the game in general assumes that swords hanged from belts, when they did so from a shoulder strap, as in the picture I posted.