Oh, wow, didn't notice that you edited your post. Thankfully Elim bumped it. Since it's now in the SVN and has a mod that uses some of the features, I think it's time to document it properly. I can happily do that if you supply a bit more information, or you can do so yourself.
I think multiple animations may be in there, not sure, if it is though, we'd probably have to add the min-hp and max-hp parameters. Question first: What happens if these parameters overlap, eg: one animation is when the unit's HP is 0-60, and the other is 40-100, what happens when the hp is 40-60, where it fills both animation requirements?
This here seems to be the full XML options for these unit boosts.
<allow-multiple-boosts value="false" />
<radius value="5"/>
<target value="all|ally|foe|faction"/>
<max-hp value="100"/>
<max-ep value="0"/>
<sight value="0"/>
<attack-strenght value="0"/>
<attack-range value="0"/>
<armor value="0"/>
<move-speed value="100" value-percent-multipler="true" />
<production-speed value="0"/>
<particles value="true">
<originator-particle-file path="glow_particles.xml"/>
<affected-particle-file path="glow_particles.xml"/>
</particles>
First tricky one we have seems to be the target tag. Am I correct in the assumption that if using the ally, all, foe, or faction values, the tag would simply look like
<target value="value" /> while if the value is unit-types, then it would contain a children list of
<unit-type name="name" /> tags? And another question about that tag, can it have units from any faction in that techtree, or just from the current faction? (eg: if a magic unit has point boost, can it use a unit-type tag to give a negative boost to tech's swordmen?)
The boosting tags seem to be the exact same as scenarios except that they can have an optional "value-percent-multiplier" which will have the value input instead be divided by 100 then multiply the stat (sadly, this percentage format is rather inconsistent with every other occurance in the XMLs, which instead use 1.0 = 100%, aka: decimal form).
As for particles, I'm assuming that originator-particle-file is the particles to give to the unit that will distribute the boost when the the affected unit is nearby (which would get the affected-particle-file particle system). This would last only while the affect unit is within the radius distance (and thus being affected), and would end when the affected unit leaves.
And the trickiest question: when using multiple boosts (and allow-multiple-boosts is true), how do multipliers stack? In GAE, the ADD all the multipliers together, then multiply them by the base stat, then finally add on the static modifiers (this prevents multipliers from becoming godly exponential increases, which could be too steep and thus be overpowered and unintended). The formula's GAE uses and examples are explained here:
GAE/Enhancements#Analysis