African tech 19, assuming you're using East African Musketeers (they look the best, using 1.8 numbers since 1.9 patchnotes don't show any change):
Inf: 2OF,2DF,2OS,2DS,2OM,3DM
Cav: 0OF,1DF,4OS,3DS,3OM,2DM
Art: 2OF,2DF,1OS,1DS,2OM,2DM
Indian tech 16:
Inf: 2OF,1DF,2OS,1DS,3OM,2DM
Cav: 2OF,0DF,2OS,3DS,3OM,2DM
Art: 2OF,2DF,0OS,1DS,2OM,1DM
You'll also get +1 Cav shock from mil tech 17, as well as some tactics and maneuver.
So the base African pip advantage is
Inf: 0,+1,0,+1,-1,+1
Cav: -2,+1,+3,+1,0,0
Art: 0,0,+1,0,0,+1
Most important things to note are that your cavalry are quite a bit better (offensive shock), your infantry are only slightly better, and the artillery advantage is probably negligible unless you're both filling the combat width with them.
On the whole your units are obviously better, but it wouldn't take much of a difference in idea bonuses to swing it in an Indian army's favor, especially since Ethiopia doesn't get any national idea bonuses whatsoever (Indian national idea groups tend to get them up the booty). If you aren't using the East African Musketeers, your outlook is probably worse (though the Central African Musketeers are also ok). This is all without taking into account full army composition, leader differences (the +2 fire advantage is still pretty useless at this point, especially with cavalry that have no offensive fire pips), and the arcane stuff with how maneuver affects battles in real time.