For all the hype this patch received, these are largely tweaks.
Order was already the best SP for Space. After the buff to Spaceflight Pioneers, it is now exceedingly difficult to envision a scenario where
rushing parts is going to be superior to Order's package of bonuses. It also directly buffs Order's capabilities for Diplomatic victory via the GS, which I doubt was intended.
Salt really didn't need a buff. Really. Sun God is interesting, and should see play.
The civ changes will require some playtesting. I don't think the Hanse is going to break the Germans out of their Duel niche; the
bonus doesn't really start getting large until around when the
buildings start kicking in, and there are substantial tradeoffs for establishing those routes. Japan is somewhat more interesting in the right situational start (especially on water maps), but I'm skeptical that this will lead to a sufficiently abusive strategy to justify their comparatively weak civ bonuses.
The principal problem here is that the expansion's main problems have gone nearly unaddressed. Research Agreements have been emasculated at the lower difficulties and there are trade-offs for borrowing from AIs, but otherwise all the game's strategies survive unaffected. The SP equilibrium didn't move, vertical growth and food maximization remain king, and Tourism can still be safely ignored unless pursuing a Cultural Victory. That seems like rather a lot of global optima.
I'd be willing to overlook a lot of that if the AI is substantially more competent, but short of solving the problem of programming it to think in 1UPT terms I doubt that's a likely result.