This is a brilliant variant, and my favorite. There are loads of interesting ideas here, but I still see some room to tinker with it.
The asymmetrical holes at the start are a slight flaw. One extra piece should be added. Some of the Typhoon pieces I am fond of are the centaur, cicada, cuckoo, hummingbird, missionary, overtaker, parrot, raven, sorcerer, and typhoon. An extra piece I thought of is the Magic Horse. This is a neutral piece, and each side starts with one. The Magic Horse may not move. Any piece may move onto the Magic Horse and be promoted. A mounted horse may not move into the opponent's promotion zone. A piece may abandon the magic horse, and is automatically demoted, even if moving into the promotion zone. A magic horse may be stolen by an unpromoted piece, or permanently captured by a promoted piece.
The Wazir and Firzan are a bit too weak. This is unfortunate, since they promote in an interesting way. I might allow the Wazir and Firzan to swap places with the King at any time, as a move.
In my games against Zillions, I often encountered a situation where the endgame had several weak, protected pieces on each side, along with one powerful harassment piece on each side. Thus, I suggest a Three Check rule. If a person wants to make a third check in a row, it must choose and promote an enemy piece, if one exists.
My comments merely show how inspirational this game can be.