Would it be possible for a mod to move this post to follow my original post?
Religions
I'll cover the religious civics later on in the "civics" section.
Ashen Veil
Demon's Altar: I don't think the Sacrifice ability really does that much. It's almost never worth focusing on the Sacrifice ability specifically, it's just a slightly better alternative to deleting units if they happen to nearby. I especially disagree with the Wild Mana change of requiring a unit to be level 2 or higher to be Sacrificed.
Sacrifice the Weak: I really like the idea of this civic as a whole. I think the -20% GPP, +10% gold, +10% science is unnecessary, though. It's not really a positive or a negative, and it doesn't really change how you play.
Overall: I think the AV are quite a balanced, well designed religion. They offer a lot of neat combos that make the player feel smart for discovering them, such as *
SPOILERS* Diseased Corpses/Ritualist, Infernal Grimoire Malevolent Designs rush, Sacrifice the Weak with Slavery or Conquest (but not both! I learned that to my peril.) *
END SPOILERS*.
What I'd change: I'd make Sacrifice give 20 + level^2 beakers, rather than 10 + level^2. I'd get rid of the miscellaneous penalties and bonuses on StW.
Octopus Overlords
Asylum/Lunatic: Asylums are rather expensive. The +1

and 10% chance of any built in that city starting with Enraged pretty much cancels out the +15% science, +1 GPP and -25% war weariness, meaning you're building Asylums just for Lunatics. The problem is, Lunatics are just weak, unreliable Stygian Guards.
Stygian Guard: These guys are just like Crusaders and Paramanders, except they can use metals. It means they pretty much overshadow Champions, seeing as they both cost 120 hammers, Stygians have a much more useful prerequisite building, and Stygians have 1 more Strength.
Hemah: Hastur's Razor just seems like a very narrow, weak ability to give to such an expensive hero. She's obviously strong enough, as an Arcane Lore archmage hero, but I'd like to see her have a more interesting ability.
Overall: The Octopus Overlords don't have much of a focus. They do a bunch of good stuff, but you rarely say "I'm going to go OO because I want to do blah". You say "well, I'm near a bunch of water, and I don't really need any other religion, so I might as well go OO". Also, I don't really like the name "Octopus Overlords", they're not worshiping actual octopi, and it just sounds silly. Something like "Cult of the Old Ones" (thanks Vakrionn) would be more flavorful, but that might infringe on copyrights.
What I'd change: I'd make the OO (CotOO) focus more on Lunatics. I'd remove the ability of the Stygian Guards to use metals, bringing them in line with other "crusader" units, and give them Mutated. I'd remove both the drawbacks from Asylums, and make it so any unit in a city with an Asylum can't get Enraged (that's already been implemented in another mod). I'd increase the strength of Lunatics to 8/4 (from 7/4). This would give the OO a focus on unpredictable, wanton destruction; Lunatics attack anything that moves while Cultists smash up improvements.
Council of Esus
Overall: I think the Council's status as a pseudo-religion makes them really messy and overly complicated. If you join CoE, some things say you're in it, and other things say you're not.
What I'd change: I'd make the Council a proper religion. It would still function in largely the same way as it does now. I'd give them the Svartalfar kidnap ability, as I feel it makes more sense for the Council than it does for the Elves, and the Council are slightly lacking in interesting things to do.
Fellowship of Leaves
Fawns: They're like Axemen, except they cost 50% more, can't use metals, and can't pillage. They're a bit faster, that's something, I guess.
Guardian of Nature: +1

per forest is ridiculous. I support the Wild Mana change reducing it to 0.25

.
Overall: The Fellowship seems, mechanically, to be a bit too closely tied to the Elves. Ancient Forested Cottages, Farms and Mines are great. Ancient forests themselves are pretty weak.
What I'd change: I'd make Fawns into Hunters that start with Woodsman I and don't get the -20% city attack penalty. This makes it much easier for them to get to level 4 in order to become Satyrs, and makes them actually worth building over Hunters. I'd allow Priests of the Leaves to cast Bloom on top of an existing improvement. This lets all civs following Fellowship eventually get an Ancient Forest economy going, but much more slowly than the Elves can.
Runes of Kilmorph
Overall: Runes of Kilmorph is a fairly well-balanced religion. Nothing they do is especially exciting, but they fill their role.
What I'd change: I think Paramanders could use something to distinguish them from Crusaders and Champions, but I can't think of what that would be.
The Empyrean
Chalid Astrakein: This guy is absurd, or rather, Pillar of Fire and Crown of Brilliance are absurd.
Radiant Guard/Ratha: I don't like the Blinding Light spell (I'll explain why in the spells section). I especially don't like having large numbers of highly mobile Blinding Light casters supported by Vicars who can take out any assassins you send to try and stop them.
Vicar: Revelation would make more sense as a passive effect than as an active spell, although the Wild Mana auto-cast system more or less makes this a moot point.
What I'd change: I think The Empyrean, mechanically, needs to be overhauled completely. I'd replace their current truth-and-justice focus with a truth-and-knowledge focus based on magic. I'll describe it below.
The Order
Basilica: 200 hammers is absurdly expensive compared to the 60 hammers required of a courthouse. +1 commander GPP isn't worth the extra 140 hammers, especially considering commander's aren't even very good Great People.
Prior: Your high priest units shouldn't be sitting around in cities oppressing the populace, they should be out on the battlefield stealing units with their awesome Command IV.
Overall: The Order seem a little unfocused. They've got a bunch of useful things, but nothing that really stands out and makes you say "I want to go Order".
What I'd change: I'd make Order a religion with a focus on going out and conquering or settling a lot of cities, and spreading the Order to all of them. I'd reduce Basilicas to 90 hammers. I'd make Social Order give a 30% reduction in city maintenance due to number of cities. I'd replace Unyielding Order with another spell, but I can't think of one.
New Empyrean
Flavor: An order of mage-scholars dedicated to finding eternal truth.
Dies Diei: Same as before.
Temple of the Empyrean: As before, but also allows the building of Adepts. Gives +10% science instead of +10% production.
Vicar: Level 4+ Adepts can upgrade to Vicars, if they do they retain their normal arcane spellcasting abilities as well as divine spellcasting.
Luridus: Level 6+ Mages or Vicars can upgrade to Luridi.
Radiant Guard: Can cast Sanctify, not Blinding Light.
Ratha: Can cast Scorch, not Blinding Light.
Revelation: Deals 30% (max 100%) damage to all summoned units within 3 tiles as well as revealing invisible units and removing Hidden Nationality in that radius.
Crown of Brilliance: Deals 20% (max 40%) damage to all units in adjacent tiles. Destroys all summoned units in adjacent tiles. Grants all units in adjacent tiles the Silenced promotion (can be resisted, +20%): Cannot cast spells, wears off at the end of the owner's turn.
Pillar of Fire: Deals 30% (max 90%) damage to all units, allied or enemy, except Chalid, within 2 tiles (including Chalid's tile). Allied units not in this area cannot move into this area this turn. Basically, this retains the power of the Pillar, but also introduces a corresponding risk. You have to either accept that your own units are going to be damaged, or leave Chalid on his own, or bring plenty of healers.