Drawish? I did mention about nukes.
And for the pieces that move five squares, think about the bishops, rooks and queens. They can move much more.
As for the nukes, you did mention them, but not how they work. Also, it's true a queen could hypothetically go from one end of the board to the other in one move, there are lots of squares near it that it cannot move to. For the comparison, the pieces in-game (I assume) are moving to absolutely any square within 5 "rings" of the piece, which- even on a board of this size! -is huge; such a piece does technically have limits, but its sheer mobility means that these limits are more or less insignificant, making the piece overpowered (IMO, any piece that can checkmate by itself is overpowered); you also said nothing about making the infantry, well, exist.
For the 5 rings, it means only 5 squares vertically, horizontally and diagonally.
And for the infantry, they're weak but they appear in numbers.
If the following things are clear, I think playing the game (say with cardboard cutouts) with someone a few times will help you discover the flaws.
1. Is there a clear goal for a player?
2. Do the rules contradict each other?
3. Are the movement of the pieces well defined and sufficiently distinct?
4. Is there a loophole that can give a side unfair advantage or end the game too quickly without enough strategizing, provided players are rational?
1. Capture the General.
2. No.
3. Yes.
4. There is no loophole except for the nukes.