Some more thoughts.
Weapons.
I just noticed that a medium weapon, wielded two-handed, does the same damage as a large weapon. Large weapons are more expensive and less versatile. So why use a large weapon?
Also, small weapons (e.g. shortsword) cost 5gp while minor weapons (e.g. dagger) cost 10gp.
10gp seems like a lot of money for a whip. And a whip does as much damage as a dagger?
75,000gp for a warhorse? A warhorse costs 75 times as much as a suit of platemail?
I think some of your more expensive prices, such as those for boats, are a bit unrealistic.
Rent. Do you mean 10 sq ft or 10 ft sq? 10 square feet or a ten foot square?
I assume you mean a 10 foot square. So for 1000gp I could buy a decent sized house in the city, or a mansion in the countryside. Is this right? The price for a city residence seems reasonable, but, again, it does make some of the other items on the equipment list seem very expensive. A barge is worth 50 times as much as a mansion in the country?
Maybe you should explain what some of the items are. For example, specialist's tools, or caravel.
Defeating Enemies. I love this section.
Aging. The interval for elves should be 100, not 10, right?
Falling. I hate this rule. Really, I hate it. And I can't understand how it has survived through so many different editions of the rules.
If you fall 10' in real life, you might be shaken and bruised, and you might even break a bone, but you are extremely unlikely to die. And in real life, people have fallen longer distances than 200' and survived.
BTW, using 1d6 x 10' falling damage makes levitate an decent offensive spell for MUs in the wilderness.
Reducing falling damage will make pit traps less deadly, but realistically, I think anyone wanting a pit trap to be deadly would put spikes at the bottom (or snakes or something) rather than dig a very deep pit.
Healing. Your rules here seem a little harsh to me. Perhaps realistic, though.
Encumbrance. I like the general idea here, but again, the results seem a little harsh.
This is the system I use. Regardless of the amount of weight carried, wearing metal armour other than platemail reduces movement to 90'. Wearing platemail reduces movement to 60'. A character can carry a number of items each roughly equal to a sword in size or weight. at STR 3, this is 4 items, at STR 4-5, 6 items, at STR 6-8, 8 items, at STR 9-12, 10 items, at STR 13-15, 12 items, at STR 16-17, 14 items and at STR 18, 16 items. Characters carrying 1-2 items over their allowed number have their movement reduced by 30'. Characters carrying 3-4 items over their allowed number have their movement reduced by 60' etc.
Of course, this requires DM judgement in deciding what is equivalent to a sword. I say platemail = 2 items, any other metal armour = 1 item, leather armour = 0 items. A dagger or torch = 1/2 an item, a quiver full of arrows = 1 item, food for 1 day = 1 item, 500 coins = 1 item.
Chauffer. Would "coachman" sound less anachronistic?
Wages. Are some of the wages a little on the low side? Comparing this with your price table, some wages seem as if they would be too low to pay the living costs of one person, let alone support a family. Mercenaries seem particularly poorly paid considering they might be risking their lives (and considering how easy it would be for PCs to hire their own private army).
How much do you thing a gp is worth, in modern dollars? I work on the assumption that 1 gp = £50 ($75). This means that at 15sp/month a labourer is making the equivalent of £75/month ($112.50/month).
Hiring Help. Is this a 3d6 roll?
Generally, I really like the rules in these miscellaneous sections. It's not too much, but some professional games don't have this level of detail and clarity (Castles and Crusades, I am looking at you!).