OK, I've cut everything up so that it should be ready for coding. I seem to recall OpenXcom uses a bitmap font that functions off UTF8 for lettering? In which case the symbols below will need to be added. I've attached the bitmaps, and here are their unicode offsets:
U+2640 ♀
U+2642 ♂
I don't know if the small fonts I used for numbers on the bars are included in this text scheme at the moment, as I filched them from the screen background, and they may simply have been part of the image. If they aren't, I've attached a png that can be sliced into the numbers as appropriate, which should be recoloured as necessary from indexes 1 and 3. I used the brightest colour of each colour range for the right-hand numbers, and the fifth-brightest for the left-hand numbers.
Other than the repositioning, attached are the sliced graphics for the two new buttons I've added. As they don't use text they may need to be coded slightly differently, as from what I recall the original engine only allowed buttons of set widths with text attached.
Note that the palette I've used for the background and the small digits file is incomplete- more than half the colours are still jumbled around onto the wrong indexes, and a few valid colours are missing entirely. I still have to finish sorting it out so I can load all the basescape images properly, however the indexes for these two images will play nice with the correct palette.
edit: I still haven't determined if personal armour will look correct in the basescape palette, as it uses group 17, just after three of the smaller groups, and not groups 8 or 9 as we suspected, but that probably means we're okay.
I should also mention that I've included the outlines of the buttons to aid positioning them, and I think the text should be straightforward to position- the main block starts on pixel 3x, 34y, assuming the first pixel is numbered 0. The armourtype starts on 100x, 50y, and the psi training text starts on 100x, 61y.