Also, I realize this thread is about the patch changes, but to the debate about production and such:
Despite what some people say, city placement is a very big deal, especially for production. On most maps, I'll refuse to use any city that isn't on the coast and doesn't have a good source of hammers immediately available. Later on, you can overcome low production (especially if you just dump 2000 gold on it to buy starter buildings), but without a good start, the city just takes too long to get going.
Of course, you also have to make sure you don't ignore growth entirely, unless you're using Maritime City States and such, or you'll still have a struggling city.
Money is great, because it can be used to fix about every problem. It makes sense that the coin of the realm is the coin of the realm. The issue was that excess money could be used to address low production and to a lesser degree, low growth, but it was harder for high production to address low money (without the disbanding nonsense), in their estimation.
The goal is that you can use your strengths to compensate for your weaknesses (I have tons of hammers but low gold -> I can use my hammers to make some gold), but not to use your strength to do your weakness better. i.e., having lots of gold can help low production by rush-buying stuff, but ultimately, rush-buying shouldn't be as good at producing buildings as having high production. That's what they're aiming for, I'm sure, but they're not there yet.