Actually, I think I have stumbled onto a solution to Iphs and Hoplite Pushing. The easier way would be to give hoplites a faster attack animation, higher attack, and a lower lethality. That way it knocks units down which also pushes them back and allows the hoplite to move forward. if you give regular hoplites their guard mode density when they attack, that would work quite well to show the push of the dense hoplite phalanx.

Now for Iphs, one can reasonable assume, that like the phalangites of Makedon, the Iph. Hoplites increased their standoff range by adopting a longer weapon. That is why they got away with lighter equipment. Perhaps the best representation of them if you used the above system is to make it so they have a lower lethality than regular hoplites but have higher engagement range(like German Pikes) so they are equally good and can move around the battlefield much quicker due to their lighter equipment. Hoplites on the other hand have a higher lethality and lower range so they can brute force push their way through the enemy instead of doing some sort of pseudo macedonian phalanx thing.

Similar results but the Classicals work better in the main line and the Iphs work better as a maneuvering unit.