First off great job on the decreasing end of turn time!
I have played thru this beta over the weekend (I play epic so it goes faster); I went ahead and wrote down issues as I came across them - they are in no particular order;
1) I dislike the commando promotion for a certain early horse unit; all the enemy does is go deep in my territory and capture workers; extremely cheap and annoying
2) Though this is not new to this version I would like to take the opportunity to ask why when enabling auto build, the AI has such an aversion to building health buildings (notably Aqueduct). Even if the city has rampant unhealthyness, has built everything, the AI prefers to build tech / wealth as opposed to building aqueducts etc.
3) I am no longer able to found corporations
4) Due to the above I went into the world editor to create my corporation, only to find that I cannot spread it by building corporate executives. I like to have CONTROL over which cities I spread my corporations to (I like to create mining inc for new cities)
5) Whats up with the free market civic nerf? No extra trade routes, no bonus trade route yield. Compare it to guilds (extra trade route all cities AND 50% trade route yield). Needless to say I never switched to free market when it became available.
6) Ancient era is imbalanced even with the idea of increasing swordsman to 7 (with athletics) and archers to 4 (mathematics). Axemen get left behind and archers are suddenly op with relation to every other unit (minus the swordsman).
7) War elephant is currently too weak (see above) - also pikemen come very early in the game so I think the elephant needs a slight buff
8) Heroic Epic has exceedingly high XP requirements in order to build. I can never build it even throughout the classical era. Its requirement REALLY needs to go down a couple of notches
9) I would suggest reducing research cost of chariotry to 60 (down from 100). Chariots were already available with The Wheel tech in BTS.
10) I have removed the bonus against mounted units from Javelineers completely in order to give slight breathing space for chariots (this combined with the above tech reduction cost finally starts to make them feasable as an early war unit)
11) Colloseum needs to give a +1 happy on top of its current happiness bonus to help offset the difficulty level modifications which reduced happiness. Usually when a colloseam is built in the classical era, it does not even give 1 happiness unless the city is already mega huge.
12) Fixed borders MUST be made optional again. By making it mandatory all culture related strategy has been obliterated in its entirety;
A) Sistine chapel, Artist Guilds and special religious buildings (that require music - eg Hindu Mandir) that give 50% culture bonus are now all useless
B) Pacifism is now partially pointless (coz it gives 100% culture bonus)
In my previous games if I felt unthreatned, I used to build a basic army and then go pacifism for about some 50 turns or so AND combine my pacifism with all the aforementioned tactics (sistine chapel, temples, monastaries and artist guilds galore). I was pushing borders to such an extent it was not even funny and I really loved it...
14) Pyramids giving a free graveyard instead of irrigation canals simply does not make it worth building anymore (minus the engineer GP points).
15) Abstract t idea here (coz it would require finding an appropriate 3D model) but it would be nice for the future era to have a colony pod (think alpha centauri) which would basically be the upgrade for the pioneer. I dont have a tech suggestion for as to when it should be available.
16) Machine gun unites upgrades to / gets obsolete to anti air guns - this must be a mistake as machine guns have a niche with their defense against mounted, gunpowder and melee units; anti aircraft gun has none of these bonuses AND is weaker in strength
17) There seems to be an issue with war weariness; I had someone declare war on me and within the first turn I was already getting -7 happiness in some of my cities (they captured a city, maybe thats why?)