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It's not clear what uniques in the Modern Age would benefit conquest more directly, rather than through better science, or better production. Rome, for example, gets better commanders in Antiquity, but by the Modern, you can supply yourself with commanders much better than the Legatus by getting them plenty of promotions during the two preceding ages. The same logic applies to your leader, whom you can give leader attributes at the end of the previous two ages that will make your Modern Age military more effective. Also, your traditions carried over from earlier ages can be selected to help your Modern military.
It's possible that giving a Modern Age civ a unique military unit is going to be it, the only directly military benefit any Modern civ will get. If you want to go heavily into conquest in the Modern, you have to plan for that by giving yourself the right carryovers from Antiquity and Exploration.
Of course it's also possible that they will give some of the 8 civs whose details we don't know yet, some sort of direct military uniques, beyond a unique unit. We only have reveals of the details on 2 out of 10 total, after all, so there's a lot of room for more features we haven't seen yet.
As for the idea that the devs ought to represent imperialist powers in real history as imperialists in the game, well, I don't think the game does anything with any of the civs it contains remotely simulating the real civs, or nation-states, or whatever sort of entity they are in reality. There is a militaristic imperative on every civ in the game, for defense at least, and often as at least opportunistic conquerors. Depending on how a particular game goes, every player has the potential to end up needing to conquer to win, or, alternatively, no matter how good a given civ's kit is for war, to need to go pacifist for an age, because that's what that game demands. This is a wargame linked to an economic development game, and you've always had to play both games in tandem ever since Civ 1.