Following Gorbs Example I have taken the time to go into some more detail about what I think is right and wrong about the new wonders. I'll like both posts in the original post - as well as the posts of anyone else who may decide to give his opinion.
Ectogenesis Pod:
Was probably a bit too strong but now it's really useless. There are just no tools available that allow us to grow really big cities and this wonder NEEDS a big city to do anything. Early wonders should help us grow(!), not reward us for already having big cities. That just doesn't work. It's also extremely overpriced for what it does. I actually like the addition of the 2 Geothermal as prequisite (as "rushing" that wonder is now only possible by buying Geothermal from an AI), but as a compensation for that and the fact that it's WAY weaker now it should cost a lot less production.
Holon Chamber:
A nice idea and a wonder that COULD reward a very specific play style (aka make that playstyle competative), however, it's position in the tech web makes it utterly useless. You just can't forge half of your game around a wonder that comes that late. Also, way to expensive. At that time in the game it just doesn't have the time to pay for itself if it costs that much - and again, the Floatstone-Prequesite should at the same time reduce the actual production cost.
Tectonic Anvil:
I like the idea. And in the right city it could be a huge tool to push out the victory wonder a lot faster than any other wonder could. But once again, the price is insane. Also, it's on a tech that is completely useless for any peaceful victory. And military victories do not need it.
Crawler:
I actually don't think this wonder is much different from before the patch. At that point in the game you're usually not going to be building to many buildings and if you have enough production to build the crawler, well, then frankly, you really don't need the production. In theory it's useful... but as always - the price. Considering the fact that it's not on a leaf tech and should thus be heavily contested I'd say cut down the cost SIGNIFICANTLY. Then it's fine.
Drone Sphere:
This one seems hilariously cheap compared to most other wonders. It probably comes too late to the Academy-spam-fest though, so it's rather gimmicky. Could be useful for magrails. Overall, I'm really not sure about this. If it was available a bit earlier I'd say it's op as hell, but at that point it asmost seems like a cheap "throwaway-wonder" with some limited use. I actually like that.
Nanothermite:
Not sure about this one. It seems quite useful to me, though I'm certainly no expert at domination. Semms overpriced though.
Stellar Codex:
Imho completely useless now. Interesting to annoy the AI, but no real benefit. Especially not for 300 production and on a tech that doesn't get my anywhere.
Armasail:
Useless for refined strategies. However, that's probably by design - you just don't need city defense in that kind of game. And you also can't skip units, because if you do then you'll still lose that city to an army of melee units. So I'll go with a suboptimal game where I somehow don't have enough units at that point and I have to say that it seems quite nice in that scenario. But like so many wonders - WAY overpriced. And it comes way too late.
New Terran Myth:
Interesting bonus, but it comes at a time where Culture is rather useless - and it's still on a late-game tech that doesn't have anything else. With that position the wonder would need to be a real game changer to be worth spending the science on and this one just isn't. Even if we'd get that wonder automatically just for researching that tech it would probably still not be worth it.
Deep Memory:
Again too late for a culture-based wonder and again the problem of rewarding big cities when there just aren't any mechanisms that allow us to build really big cities -> Not worth building.
Human Hive:
Useless. Really. This wonder does absolutely nothing. We already have the Surveillance Web on a tech that is available much earlier, costs much less and basically does the same job. At 3 Intrigue an AI can't harm us. No benefit at all.
Resurrection Device:
Way too late. Way to expensive. I like the idea, but there's no way this one is ever going to pay for itself.
Xenonova:
Same as Resurrection Device. Just... a bit weaker at that point in the game. Because once again this wonder comes very late in the game and you just can't afford staying in serious negative health in the mid-game before that wonder becomes active.
Xenodrome:
Comes WAY too late. If this was an earlygame wonder, then it might find some uses. But I don't think it really does enough. What about also adding a HUGE combat bonus for friendly Alien units that are within our borders? THAT would actually make it worthwhile to keep aliens around.
Archimedes Lever:
Similar to the Armasail this one doesn't seem too useful if you play really good. It seems very gimmicky - and you already know the deal, it's way to expensive.
Quantum Computer:
As a cheap Early Game Wonder this one would be okay. I know people dislike orbital duration, but it's only negative if you use Weather Controllers or Orbital Fabricators - 2 Satellites that many strategies don't even use at all.
Memetwork:
Insane. I'd say this one is by far the best wonder in the game now. It's relatively cheap and it basically saves you around 4-5k science to get to Affinity13 (in a non-might strategy).
Cynosure:
Probably the best of the "Per population"-Wonders, but still. Some math: 1650 Production, that's, if you use science focus, roughly 400 science. If we assume that the part of the game before you're done researching to get to Affinity13 will drag on ~50 turns after you get that tech (which I think is a rather genuous assumption) that wonder would need to generate a total of 8 science per turn to even make up for it's production cost. That's a size 24 city - just to break EVEN in total science output. Then you also have to factor in that by building that wonder you delay that science gain... it's just a bad deal.
Bytegeist:
I think the current strategies don't benefit from this at all. Can't think of a single scenario where one is ever 1 virtue away from a strong bonus (though I may be wrong here). Seems rather useless. Though it would have the potential to actually change strategies - if it wasn't so expensive.
Master Control:
This one is CHEAP. What the hell. Did they forget to make it cost double of that? Whow. Well, it's an okay wonder. Cheap, effect is nice and useful. It's on the wrong tech though - put in on power systems, that way the wonder actually has reasonable production costs for the tech its on AND you solve the problem of supremacies first tech being HORRIBLE.
Markov Eclipse:
Probably a nice bonus. But 1600 production? On the same tech level as the Master Control? What the hell went wrong here?
Precog Project:
The idea is nice, but meh, it doesn't really sound like that's too useful. Especially not as your units can basically be "oneshot" in offensive wars. (But again - I'm not good at war, so I may value this one completely wrong.)
Gene Vault:
You get it AFTER the big expansion phase. I don't see how this would be useful at all. If it was every EXISTING city (or if it at least had 2 free workers in the city it is build in or something), then it may be different. But the way it is... I just don't see it working.