(Update: while typing this,I saw that wciow wrote something similar, so please don't wonder ... )
My sons played a first little match now, and I looked what happens.
First of all, they all liked the background music
and the 4 year old one was really happy to see a tractor and a truck in glest.
There are really lots of buildings and units in the farmers faction. We will have a lot of fun to fiend out al the details
.
As I said we only played one little game yet ( but we saw lots of units! )
Problems I saw:
The games stucked often when we had some more units and I tried to find out why. I looked at the farmer model and it had more than 7000 vertices!
This is much too much and I think there are other units with similar problems too. Glest was made for low poly models. look at my scarab it has only 372 vertices. Its ok to use more vertices for something wich is not used very often in a game ( buildings for example ) but definitly not more then 1500 (maybe 2000).
Probably you can try fix this with the "reduce vertices" function in blender, but this often doesn't give very good results.
The hunting for low poly models is also the reason why good textures are so important. They often give you the illusion of very detailed structures/models also the real model used only very little vertices.
For the number of frames of animations, you should use something like 0-20 frames for often used animations.
But also for animations not used very often I think 50 frames should be the absolute max.
And glest calculates the missing frames. So if you have something that looks shoppy in blender, it might look ok in glest.
To reduce the number of frames in blender, simply select all points in the action editor( ctrl-a ) and scale the animation.