Re: Being Evil?
Hello dude, first of all, welcome to TWC 
overall, the idea behind TA:TW was to make it a very hard nut to crack, so usually there is no easy faction to play if you go with a VH/VH game. Evil factions (orc ones in this specific case) receive much greater numbers than the good ones, with upkeep costs that are sensibly smaller; this has been done to simulate the swarming characteristic of orcs, while of course their overall quality results to be lower. This is valid for the majority of the Submods too, although some of them might be also "offering" more expensive and better units to orcs (for instance, in MOS 1.7 Mordor gets two/three special heavier units). Furthermore, consider that the game had to be balanced to offer a reasonable repeatability and some stability over the first 100 or so turns, in order to give time to all kind of players (turtlers included) to develop a kingdom before one of the main faction steamrolled everything. Actually the two evil factions that really get a bonus are Ruhn and Harad, in particular for their starting position and for the economy (it's not a case that Harad can spam tens of full stacks later in the game).
about the free replenishment of Arnor, I guess you refer to the houses used to retrain old Eriador units (those that remains when you reform Arnor and start to recruit arnorian troops). I personally don't know of any self-replenishment building in any case, but I might have been left behind
(actually, only bodyguards replesnish automatically, no matter where they are).