Wow, there are a lot of changes there! I will have to actually play it to tell if it's still as fun.
Curiously, I only remember playing one game where resources could not be stockpiled - UFO: Afterlight. And it meant completely opposite thing there: diversity of resources available, which increases with the number of mines you control. So instead of sitting in your base, to get better weapons, you had to go out there and kick alien butt.
Still, I wonder if they fixed the problem of ratkin slaves being the best for all non-race-specific production, and [race] slaves being best for race-specific production. Because obedience overshadows everything else. Personally, I'd calculate productivity by multiplying relevant stats instead of adding them up, so that those +30 manipulation from being in a combat class would be worth it compared to +60 from being a slave of the same level.
About adventuring - I think it would be best to let the players pile additional difficulties on themselves. Such as a dungeon that has 10% chance of giving you the loot you want per item that reduces stats in the party. So the player can choose to have one monstergirl that is entirely useless from all the restrictions, or distribute them evenly among the party, resulting in a small overall debuff, or carefully tailor equipment and party composition to minimize the difficulties.