Some thoughts on this list.
There is no reason why Wonders that have similar effects to vanilla need to necessarily be identical.
For one thing, I suggest toning down the culture amounts on every Wonder.
Otherwise, the cultural gains from getting religions that boost culture (Imperium) or new techs (culture of dune) are too small.
There is also no need for wonder obsolescence.
So for example, for the Stone of Prophecy, I would suggest instead:
+3 Culture, +2 GreatPerson (Great Prophet); Free Monument in Every City; (Double Production with stone)
I don't really like:
+3 Culture, +1 GreatPerson (Great Scientist); No Unhealth from Population in this city
for the Wet Planet Conservatory. The effect just isn't that useful; health isn't really that big a problem in the mod, particularly beyond the early game.
I would also prefer to see this long before Arrakis Transformation tech.
How about: -1 water, +1 happy in all cities, +1 health in all cities, requires climate controls tech.
Fortress of the Mudir Nahya
Pretty non-transparent name. Maybe make it Dungeons of... to make it clearer what this is supposed to represent.
I like the idea, but I worry that the name could be too nontransparent for people who don't remember who Tuek is.
Maybe something like "Smuggler's Den"?
Also: maybe it should be at Offworld Trade?
I like this idea. The idea would be; basically each faction had one big force shield generator left over from before the Catastrophe, but can't make more.
I'm not sure that this one really makes sense.
You don't really need stillsuits in the cities, or not to the extent that higher quality ones would make a difference.
Stillsuits need to be something that effects the desert.
not sure how.