Done with disaster relief drills at work (been busy with that the past few days) so can sit down and read through this now.
I think the free policies with each era is something we really should pursue. It's a fantastic idea you had, I think it would help open up options a lot more for non-culture victories to have a standard baseline # of policies you know you'll be able to get. It's boring to have a game where you basically can only fill out 1, maybe 2 trees for non-culture games. I'll look into it and do some research.
As for the rounding to 5, the reason they did it was obviously to have a cleaner-looking interface, as it's easier to read numbers that are closely base-10. Still, I agree there's not really much practical reason, and this was likely motivated by marketing.
More rapid border expansion in general is something I think would be nice. The current rate lets you expand at about the same rate as population growth speed... expansion meeting the need of working new tiles... side effect of this is increasing the expansion speed wouldn't really have a significant impact on cities.
Along those lines, one thing I should test for is if tile purchase costs scale with map size. It feels like it's fixed... which would be preposterous for obvious reasons of city quantity. I agree tile purchases should be possible beyond a city's limits... culture does after all. And the cost goes up dramatically the further away you are, so you want to pay that much you should be able to do so. It would be best to still limit it a bit though, maybe to 4-5 tiles away from the city, to prevent any potential abuse.
Regarding forts, AI's have basically ignored that tile improvement since the dawn of the Civilization series, or, spammed them everywhere (in Civ II). Even when they built them, they've never really used them. So it's risky doing too much that involves forts until the AI can be improved.
The attrition idea is interesting, it'll take me a while to think through what implications it might have. I'm a largely subconscious/intuition thinker instead of conscious/sensory, so I let ideas roll around for a few days and see what pops up. One thing I agree with wholeheartedly is the city attack thing is tedious micromanagement. It doesn't even use the same left-click-select, right-click-attack mechanic as normal attacks, and has that silly arrow other ranged attacks don't have. And even though the game tells you if you have cities that can attack, it lets you end your turn anyway, wasting it! The whole thing yells
marketing gimmick to me, for cool screenshots and promotional videos.
I like the idea of making pillaging more interesting
somehow. Would it be alright with you, if I come up with something, to credit you and turn something like this into a separate mod?
Like MasterDinadan said, I think for now we're focusing primarily how culture and social policies interact.
I really like the idea for a wonder giving +1

per specialist, and Cristo Redentor seems like a good place to put it. That's so much better than the original effect, and the mechanic compares to the Statue of Liberty nicely. Have you calculated how much +1

per wonder will give for an average cultural game? Seems like it might be rather small...
@Feyd Rautha
I like the idea of moving the culture bomb back to something that directly impacts the culture of a city, though not sure that's feasible until the c++ is available.
@QES
The primary purpose of revamping culture is to make it less focused on empire size. I don't think we're really planning on de-linking it from policies too much.