Also are we still having great works in this? If so how about giving Palare a unique building, pavilion with a single slot for each type of great work? If not maybe a building which stores artefacts and gives culture for each artefact stored in this way?
Maybe give Phryges horse units move after attacking for hit and run type stuff, or possibly blitz for all cavalry as one of their unlockable policies?
How about bonus gold and culture from external trade routes for Týre for each different civ they're trading with like Morocco in BNW? It fits the market place trade theme if they're very trader-y.
Yesod Get a UB temple which generates bonus favour based on how many incenses and (some other luxury resource(s)) the player has? Possibly start knowing some small god or small pantheon. I should clarify that in this case a small god is a local deity who will generally only interact with the race that first meets him/her/it/other and any they manage to spread the worship of it to, as a separate religion thing to the pantheism and cults and the two core major religions.
Reynes: "Royal Guard" UU. Gives +1 happiness and culture and maybe 50% maintenance cost? while garrisoned. Also Has a strong bonus defending cities (alternative upgrade for Heavy infantry than immortal, unlocked at the same technology as H. infantry, but maybe with as a national unit: 5 maximum- scaling with map size)
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Lemuria: Battle wizards UU a support type unit which can do some combat and healing magic (this is a normal unit, not a GP, so the magic is something that shouldn't be more powerful than the equivalent tech. level artillery). Maybe a magic college building which grants +0.1 xp per turn for any garrisoned Battle-wizard units and any magical GP in the city. +2

+2

+1 mana per turn. Spawned units occasionally start with a magical cantrip type spell (low levelled combat spell).
Cruithni:
UU Hunter replaces archer and gives promotions which are passed to upgraded units (actually maybe just give these promos to all Cruithni on foot ranged units): Stealth [Terrain*] (invisible while stationary on terrain indicated), Ambush (+100% attack when attacking from stealth-ed), Hunter +100% damage vs animals. Terrain is chosen when the unit spawns and can be changed in a city, from list of Forest, Jungle, Desert, Tundra or Marsh. Something like that?
Unit suggestion:
Knockers
A tunneller- while tunnelling the unit is invisible (even to true seeing- the knockers are underground!), cannot attack and does not reveal tiles above it. Capable of making a tunnel (a temporary improvement - it is destroyed when there are no units in it at the end of a turn, the entrance/exit, gives the tunnelling promotion to any unit which enters, but they can only move along the tunnel unless they also have the tunneller promo. Tunnellers can also make exits, which can be used by units to enter and ext the tunnel (read gain/lose the promo) exiting the tunnel allows revealing of Fog as usual.). Knockers also have the Stealth [Plains, Grassland, Hills, Mountain] promo (see above). Knockers cannot attack.
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For Saguenay maybe +1 culture from tier 1 buildings, if not permanently, then as a place-holder until something better gets thought of?