Having read your documents, the main goal of your game, as I understand it, is to minimize "luck". I assume by "luck" you mean "benefiting from chance. I would consider games like Chess and Go to be ones with minimal luck due to the virtual non-existence of chance in the game. This is opposed to games like Candy Land or Snakes and Ladders which are 100% chance. Poker is an excellent of example with both high chance and skill. One may get "lucky" but a skilled player will always end up on top in the long run.
So far, we are on the same page, but after that it gets a bit dicey. It seems you very much want to have a very elaborate, rules-heavy game. You'll note that most games of pure skill (Chess, Go, Diplomacy) are abstract and have very few rules. Minutes to learn, lifetime to master and all that. Games like Axis & Allies, while very intricate rely much more on chance. You seem to want to have it both ways, which I think will be very tricky. There are, of course, games that do this, such as tactical-scale combat simulators. PanzerBlitz comes to mind and yet you'll note that no one plays PanzerBlitz anymore. There is a reason for this. Unless you really, really love tactical simulations, they just aren't fun to play.
I also have an issue with the juxtaposition of using dice while trying to eliminate luck. Really, the entire point of dice is resolution by chance. Yes, it introduces luck, but it is also what makes some games so exciting. Holding back and army 5x your size in New Zealand in RISK! is awesome. You're trying to use dice while mitigating the effect they have on the game. At some point, rolling dice is just a waste of time if it doesn't impact anything. Imagine D&D with all average rolls and yet you still need to roll a d4 for everything. It would suck.
You're also making some things needlessly complicated. When I saw your flow chart for placing resources I wanted to cry (and I'm a Rail Baron!). This isn't Mouse Trap where the game is making the board. Considering something along the lines of Settlers of Catan. A dynamic starting board is awesome, but don't make it too painful.
Finally, I think your process is all over the place. From what I can tell, you barely have an idea of what the game will be, so why contact manufacturers? Design a game that is awesome and then figure out how to produce it. Design should dictate manufacturing, not the other way around. If your game is good enough, you don't need metal-forged pieces. No one's ever refused to play Diplomacy because the pieces happened to be cardboard.
I'll admit, you had a lot more than what I expected, but I don't think you have as much as you think you do. It seems to me you've bitten off a huge project here. Boardgame design isn't easy, which is why most people play games that are older than they are. None of this is meant to discourage you, only to give you some pause to consider the scale of project you've undertaken. If you want to succeed, I think you need to reevaluate what the main goals of your project are and how your decisions are helping you meet those goals. I also think you'd be better served developing the game in discrete parts (to some extent) and actually figuring out some details, because once you cut out all the obiwan out of your docs, you really only have about 1 page of actual game details so far.
Hopefully that was of some help and please keep us updated on the progress.