That sounds like a very ambitious project. I just hope that the scope is not too large for you to handle. Remember that when looking through a slanted camera (i.e. TPS perspective), larger maps will cause a larger framerate drop due to the distance of the horizon (the far Z clipping only seems to limit the impact of models on this). But if you can make it work, then it sounds awesome. I can share with you all my private star wars models, such as my planets (i have skins for Naboo, Geonosis, Mygeeto, Felucia and Mustafar). I am also working on doodads for Felucia, Mygeeto and Coruscant.
About the clipping issue - this can indeed be fixed through manipulating the model. Just open the model in Magos Model Editor, and go to edit>model properties. There you will find minimum and maximum extents. Set the minimum ones to something very low, like -1000, and the maximum ones to 1000. You can experiment with this, but remember that you only want them as high as you need, because rendering models despite being outside of camera bounds is obviously a waste of performance. Another thing to note is that destructables have hardcoded maximum bounds, so don't use them for massive objects (use doodads instead). If there's any coding related business you need help with, just ask.
EDIT: by the way, i'm not sure whether this is interesting to you, but i made an airplane movement system here which is similar to how units move in your map. It has the option of manipulating air friction, and stuff like speed and turn speed can be manipulated from the object editor. Might be worth checking out.
About the clipping issue - this can indeed be fixed through manipulating the model. Just open the model in Magos Model Editor, and go to edit>model properties. There you will find minimum and maximum extents. Set the minimum ones to something very low, like -1000, and the maximum ones to 1000. You can experiment with this, but remember that you only want them as high as you need, because rendering models despite being outside of camera bounds is obviously a waste of performance. Another thing to note is that destructables have hardcoded maximum bounds, so don't use them for massive objects (use doodads instead). If there's any coding related business you need help with, just ask.
EDIT: by the way, i'm not sure whether this is interesting to you, but i made an airplane movement system here which is similar to how units move in your map. It has the option of manipulating air friction, and stuff like speed and turn speed can be manipulated from the object editor. Might be worth checking out.