Ok, I didn't quite have the time to study the rules properly (so as to try a minmaxing build), but let's see how a quick improv will fare. After all, we have each other for support.
(Note, I have a few questions, and the answers of those may change some stats a bit).
So without further ado:
The Steam Gentlemen rely on speed, firepower, and stiff upper lips to impose their dominion over satellite sides. They tend to be rather uptight (no dancefighting) industrialists (some econ specials for some units). Their units are on the expensive and frail side, usually needing allies to tank enemy damage; however, they can very quickly deliver punches in far out lands and then return to safety, which makes them quite good for special ops.
Stabber class: Navvy: 5/3/1/10, Surveyor, Builder
Piker class: Beef-eater: 10/2/3/8, Garrison, Builder
Archer class: Huntsman: 8/5/0/8, Garrison, Ranged, Builder
Scout class: Gyroscope: 3/0/0/26, Flight, Scout
Knight class: Hazmat trooper: 10/6/4/10, Rider, Simple Mancy: Shockamancy, Breath: Smoke
(Questions: What does Toxin actually DO? Is that 1/2 of Combat stat damage added to whatever damage the unit will otherwise do, regardless of luck, bonuses, enemy armour, or what? Is it dealt in the event of ANY offensive ability being used? And what would Simple Shocka be able to cast? Would Smoke cancel the Dancefight-by-Leadership bonus?)
Special A: Work Camper: 6/6/3/10, Fabrication
Special B: Wion Hunter: 6/6/4/10, Ranged
Special C: Otto Motor: 12/4/3/32, Mount, Ranged, Heavy, Fast, Flight
Special D: Diwigible: 30/13/6/32, Mount, Ranged, Heavy, Fast, Breath: Sonic, Flight
Sloop class: Steamboat: 9/2/2/11/8, Water-Capable
Galley class: Cruiser: 8/11/3/10/16, Water-Capable, Ranged
Galleon class: Liner: 19/17/5/10/32, Water-Capable, Ranged
The whole point of this is lost if you keep it a secret.