Most of these are pretty easy. For the particle issues, it's because GAE requires that particle emission is an integer (that is, no decimals), while MegaGlest uses a float (decimals allowed). Replace those numbers with the lowest possible GAE alternative, 1, to fix that problem. Naturally, some of the particles may seem a bit fast because of that, but until GAE supports a float for emission rate, it's the best that can be done.
As for the PhsyFS errors, they are telling that the file either does not exist or could not be read correctly. Tom reported the file was missing a bit back, but it shouldn't be a fatal error in either engine (GAE replaces missing textures with a beautiful purple poka-dotted texture). While they are errors, they shouldn't cause a crash, and can be ignored once the first problem above is solved. If the error really bother you, you could, of course, create a blank texture of the same name in that folder, but it's not necessary. Not sure what the texture was for, but most likely isn't really seen, as nobody noticed until Tom pointed it out.