Wow, so much stuff to reply to in these threads now!
@Ahriman
I like the name steam mill, I'll use it.
When choosing between representing Britain's stock trading vs industrialization, the reason I picked the latter is I feel it had a more memorable impact on history. Plus, having a UU/UB available earlier than usual is a unique mechanic used no where else... similarly with the Pioneer, no one else has a settler/worker replacement. These are some reasons I went for this.
About the Japanese, in the links I provided you'll see I did agree with you. Others made rather convincing arguments there's an importance to provide more options for civs though than purely military gains, you can see those discussions in the links.
The Shinto Temple has many uses. For a warmonger it can help keep up with social policies even when conquering... you can afford to annex more cities. It can also be used for purely REX strategies if you don't have many good military targets nearby. Or you can even use it for cultural victories. In addition, it provides +2

, which is useful for anyone. Basically it gives the player more options, which is the stated goal of the mods.
It also somewhat fits the society, since China, Japan, and other countries in the region have different perceptions of religion than many other regions, often with multiple belief systems overlapping. This is one reason why I made the Shinto Shrine buildable in more places, like how the Temple can be built anywhere.
Still, I'm open to changing the Japanese UB. The seaport is an interesting idea, though somewhat situational in its use. I've mostly been trying to move away from things dependent upon a certain broad category of terrain (water, forests, etc) as it mostly depends on map RNG luck instead of player skill.
Have you played the Iroquois much? I
really enjoy the civ's flavor and they seem great on paper, but the only thing really going for them is the Longhouse, and it got nerfed in the terrain improvements mod. The Longhouse is available rather late, it's not a great option to beeline to (tried that in several games), and when you
do get it you're playing catchup with the other civs that got good earlier bonuses.
A movement bonus in forested areas is a nice idea I agree with. I've been thinking about giving their combat units the
Woodsman promotion for free. This would help them in the early game.
Regarding the Ottomans, see the earlier discussion about militaristic traits.
@
Sneaks
I've only played one game with each so far with the new Pioneer/Factory, so I'll admit I don't really know for sure how the change is affecting them yet. What issues have you encountered? Any thoughts or analysis you can provide from your experiences playing with these would be very helpful, it's important to get as many perspectives from playtesting as possible.
I like the idea of a unique Armory for Japan. It could give a happiness bonus as well, perhaps. I don't remember the exact details offhand, but one aspect of Japanese towns were the administrative centers... and since the 'corruption' mechanic was rolled into happiness in Civ V, it fits.
I haven't played as Germany much so I'm not really sure how +20%xp and a free move-after-attack promotion would affect them. I'll put it on my todo list, and play a few games to thnk about what impact it would have.
@
Ahriman
Barracks are rarely built in more than one city too, and Russia has that as a UB. Basically, the idea is to take something typically only constructed in one or two cities for Japan, and make it useful in more cities.
I like the idea of a unique Forge for Japan. Maybe it could give a little happiness and remove the Iron requirement?
As Seek pointed out, the goal of all these mods is to improve and increase the options available to the player. Giving a one-dimensional leader more choices accomplishes this.
The Shinto shrine does theoretically make Japan a better all-rounder, but does so through a mechanic which makes zero historical sense. Japan getting extra culture for nearby sugar might work well technically, but terribly thematically.
I'm not entirely sure about this. As mentioned before, Japan (and China) have different perspectives of religion than most other civs, with multiple belief systems coexisting and followed simultaneously. A unique Monastery buildable in more cities does represent this (easy to have both Temple and Monastery).
In addition, Shinto is a very complex belief system I'm only partially familiar with, but to my knowledge shrines can exist almost anywhere... many natural or man-made objects can house kami. It's not unreasonable to believe that anything could provide a cultural bonus. It seems to make sense from the perspective of the Shinto practices, and is more efficient than a list of specific resources Japan was known for. In fact, for maximum historical sense it'd probably be logical to let the shrine be built near any resource, or even in any city. I think restricting it to luxuries works a little better though.
Also, as mentioned previously it does give a happiness bonus. The combination of more happiness and easier social policy generation are both useful traits for warmongers, so Japan can still be played militaristically. The militaristic side of Japan's society/history are well-represented by the UA and UU, this simply represents another side to the nation.
These are the reasons I eventually settled on the monastery suggestion, it does seem to fit Japan very well both for gameplay and real-world representation, if you do some research into it.