I've thought for a long time now that "buildable resources" should be a civ asset. Basically, if you have access to a particular resource, you should be able to put a worker on a plot and have the unit "build" another of that resource. Granted, I think that there should be a minimum of twenty turns regardless of how many workers you have piled on the plot before the resource becomes available, but would it be that hard to code? I do not, however, think the same should apply to minerals - the current bonus chance to discover the resource in a worked mine is adequate.
Strategically, building a resource doesn't resolve the whole problem of not having the resource in the first place, but it does allow the player a back-up plan for the resource acquired by settling a podunk city way out in vulnerable space, plus a trading initiative.
As for something I'd really like to see in .32, how about an option that REQUIRES the infernals in the game before the mercurian gate can be built? I know "Compact Enforced" prevents either the infernals or the mercurians from entering the game; however, as it stands, too often a goody-two-shoes AI will build the gate, go to war, and /bam/. There go my liches. Or Saverous. Or the uber-drown that's been wandering the squiggly islands on the far side of the world.