All the different humans work fine for me, I'm thinking you probably just didn't remove the [SITE_VARIABLE_POSITIONS:ALL] from their files as well, most of the humans have it. As for the elves, they are appearing, but you have all of the elven civs set to the same [ADVENTURE_TIER:] that needs to be different for every civ and actually seems to be causing problems for a lot of civs and I think the human ones worked because they also have [INDIV_CONTROLLABLE] which allows outsiders to be playable and I believe standard adventurers as well so it just works on it's own making the adventure tier pointless most of the time. As for the Icemen thing, the problem is that their squad leader isn't their law enforcer. The chieftain is the only noble with a squad which is how you get adventurers that are locally important, but the locally important only works if they're lead by a law enforcer. For a better explanation here's a vanilla example. For dwarves locally important puts you in the fortress guard which is a military squad led by the captian of the guard, the law enforcement in dwarven settlements.
I had removed all the variable positions though, I checked again right after I last posted. It seemed to have no effect. Same with adventure tiers (I had them like that because I was thinking, to group entities by race, like all humans being tier:1, all elves being tier:2, etc.. But re-organizing them like you said was still a better idea, just for the sake of having more coherent organization). Also, the [INDIV_CONTROLLABLE] just allows you to play as an outsider. I just gave that to entities that might come from far away and have no ties to the in-game region.
Anyway, I figured out the problem with certain positions not appearing (apparently my entity files still had a lot of duplicate entries that the errorlog just never picked up), but there's still a problem with crashing. After tinkering with things a bit more, and testing everything, it seems like the crashes are tied to keeps/mead halls. Even though I removed all the [BUILD_OUTDOOR_FORTIFICATIONS] duplicate entries that were in every entity file (I guess I'm just really careless, I managed to shock myself when I noticed that), certain specfic keeps/mead halls, regardless of which entity owns them, still seem to just crash the game if you go near them. I have no idea why, and can't even begin to guess.
Thank you though for responding. I really do appreciate it, and I hope I'm not coming off as rude or anything. I just... really wish I could figure out what it is about certain keeps/mead halls that makes the game crash. A problem with some stone or building material maybe? I re-checked the inorganic files and didn't notice any more duplicate entries. God, this is so confusing.