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It's fairly easy to modify it yourself if you wanted to use a different mod's human civilization. Just go to the entity file in my mod, remove new human civs, and remove the line which removes the vanilla human civ. Copy any of the new helmets you want from this mod into the entity file of the other mod you want.
It really shouldn't cause that much trouble for you, though. Your humans should have much worse problems.
Dwarves need alcohol because they are dwarves, if they live in any other civilization, they still need alcohol. Same with rain, the negative reaction to which is universal, I think.
The changes to human civs are primarily to make them more easily playable, but also to make their social structure more interesting. Their military is tied in with their site nobility, which means individual towns can create large armies, not just their parent civilization.
Otherwise, they can play just about the same as dwarves, except that they lack intrinsic dwarven traits like strange moods, need for alcohol, and martial trances. I added strange moods to my humans personally, though, because they're fun.