Hiya Holistic. Thanks again for your advice, and I hope to implement some of them later this week, and post a new update.
Here are a couple of key issues:
1) As I said before, I hope to move around some of the early techs-and add some new ones-and am even considering moving the start date of the game back 500 years or so (to be fair, some of the earliest cities are thought to date back as early as 5000BC).
2) I will be using Python extensively for the Ideology Civics, as I will have them grant an automatic specialist of a specific type (and remove the 'unlimited specialists'). So, for instance, Militaristic will grant a bonus Soldier, wheras Plutocratic will grant a bonus Merchant. As far as fascist goes-you mustn't forget that Fascist governments tend to strongly support science and business in order to 'advance the state'-meaning that I am thinking of having this grant a Free Merchant and Scientist (or Soldier and Merchant). Feudalism will grant a Free Farmer and Priest, wheras Soclialism will probably grant a Free Farmer and Citizen, or a Free Farmer and Engineer (not sure which yet).
3) So have you actually determined if the Economic civics really do effect trade route yields? I certainly hope so, and it seems odd that the tags would be there if they didn't work
4) I do see Apartheid and Caste system as being quite distinct, as the first represents the segregation and ghetto-isation of non-nationals, thus making it easier to make said city mono-cultural, wheras the latter involves segregating the society according to social class and profession, thus making it easier to create specialists in certain field. My original hope for the former was to have it boost the assimilation rate of your nation, but at a cost to happiness in multi-ethnic cities (much the same way as with multi-religious cities). By the same token, I was going to have equal rights work in reverse (lower assimilation, but bonus happiness in multi-ethnic cities)-guess this will have to wait until the SDK comes out.
5) I am looking at toning down the civics costs and culture penalties as you suggested-particularly for the earlier civics, I might try and see if I can move existing flat culture penalties to certain specialists in some cases.
6) I do want to have another look at the Martial Law and Slavery civics, especially in regards to population costs for the latter, and happiness costs for the former. I think I will also remove the Pop-Rush ability for Serfdom, as it makes this Civic much too powerful-which is exactly its problem in the vanilla game.
7) Your idea for Conscription is actually very good. There really were no specific plot yield bonuses that made sense for this one. Though I have-as much as possible-tried to thematically link the options in each civic category, there will always be the exception. I have forgotten though, how many civic options have conscription attached to them?
8) Monarchies and Dictatorships are sufficiently different, IMO, to warrant seperate treatment. e.g. Charles I was a Monarch, wheras Oliver Cromwell was a Dictator-the first got his power from birth and bloodline, the latter from appointment by parliament. Dictatorships, by their nature, tend to be short lived affairs-evolving either into more democratic systems, or by becoming more monarchic and the establisment of a new line of succession.
9) I agree with your views on certain civics acting synergistically, and had certain combos in mind when I originally put them together. Truth is that, I have revised the various options so much, I think I may have lost some of them by the final version. Oligarchy with Plutocracy, though, should be more synergistic once I give the latter the free merchant and artist specialist (yes, unlimited artist WILL be moved back to Caste System alone

).
10) Lastly, for now, I do want to add more culture-boosting improvement, such as Mausoleums and Sacred Groves, as well as some wonders and improvements which are only available when you are in a particular civic (like Pantheons, The Temple of Zeus and Temple of Artemis during Pantheistic, or Temple of the Sun and Moon-and Sacrificial Altars-when you are in Sacrificial).
Anyway, I hope that helps to explain some of my thinking when it comes to the future of this mod-and, no, I didn't find your comments too harsh-this is exactly the kind of feedback I need, as it really helps me to get my thoughts into order for when I put out version 0.02
Yours,
Aussie_Lurker.