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Not 100% sure, but I'd guess it'd be down to editing these tables with what you want added: "armed_citizenry_unit_groups_tables", "armed_citizenry_units_to_unit_groups_junctions_tables" & "building_level_armed_citizenry_junctions_tables".
Updated for Patch 6.3!
@maxlanz
Yes.
Due to how garrisons work in game atm, some buildings share units from a variety of different faction (such as emp forts or helf gates for the different races taht can occupy those). This mod has some landmarks accessible to TEB that provide garrison of empire units, but in order for those garrisons to show up, those units need to be enabled for that race. This inadvertently causes buildings that share units to end up giving those same units in places where they aren't supposed to be. Nothing much I can do about that given its a vanilla thing (other than removing those garrison units entirely from the race I guess). So this mod does not actually put vanilla Empire units into TEB garrisons.
Ok, so this is kinda similar to the reasoning from above, there is a landmark that provides a garrison of some vanilla empire units (Blackstone Tower I believe) but they'd need to be enabled first to show up in the garrison. In this case, it also means the tooltips consider them part of your roster despite them being exclusively for a garrison.
I have isolated with only Mixu, MCT and your mod enabled. I tried creating new campaign with only this and somehow the cards of Captain hero and Hellstorm rocket Battery appears on the techs i listed in the bug report discussion.
I don't believe there is anything in this mod that gives Dwarfs access to vanilla empire units.