So Culture Overview has been an issue for a while now, and while alternatives exist (thanks Leugi and Lockstep for providing them), they aren't optimal.
So I took upon myself to make it so.
Dynamic Culture Overview will scan the database for all non-Wonder buildings with Great Work Slots, and try to assign them a column (or use a pre-existing one if they override the right buildings).
Currently supports up to 13 buildings of 1 to 3 slots each (subject to available space). Any buildings that don't fit in the window will go below the city name along with National and World Wonders.
Since it refreshes the list at game load, it will always pick up every GW building, modded or otherwise.
IN ADDITION:
Feel free to take this mod and incorporate it to your own.
Just credit me, and hopefully my predecessors too.
This mod is compatible with Lockstep and Leugi's fixes, so if they override this one it should still look OK.
To quote Lockstep half a year ago:
So I took upon myself to make it so.
Dynamic Culture Overview will scan the database for all non-Wonder buildings with Great Work Slots, and try to assign them a column (or use a pre-existing one if they override the right buildings).
Currently supports up to 13 buildings of 1 to 3 slots each (subject to available space). Any buildings that don't fit in the window will go below the city name along with National and World Wonders.
Since it refreshes the list at game load, it will always pick up every GW building, modded or otherwise.
IN ADDITION:
Feel free to take this mod and incorporate it to your own.
Just credit me, and hopefully my predecessors too.

This mod is compatible with Lockstep and Leugi's fixes, so if they override this one it should still look OK.
To quote Lockstep half a year ago:
This mod has been tested to fulfill 1, 2, 3, 4 and 5.- Unique variants of GW buildings (e.g., the Ceilidh Hall) would replace their generic variant when playing as the respective civilization (e.g., the Celts);
- The Royal Library would only show up when playing as the Assyrians;
- Custom unique GW buildings where the generic variant doesn't feature a GW slot would show up in accessory columns for the respective players;
- Mods that add slots to generic GW buildings would not break the Culture Overview;
- Custom generic GW buildings would be inserted according to their prereq tech rank.