Well after a long test, this does seem to have the wanted subtle effect. If you don't build many wonders it may help you keep up with great people, otherwise this makes great people slightly slower early in the game and slightly faster shortly after the middle game. I did get a great merchant from this mod as I had no GPP for the merchant from other than the buildings I had. If anyone wants to try this let me know and I can get the file up.
Another thing I wanted to try is to break down the civ traits. I was thinking of having lesser, regular and greater version of the traits, some will obviously be harder to do. Regular would include the lesser version, great would include both regular and lesser, so you would only have one of a type of trait. so there would be a lesser industrious, industrious and greater industrious, but a leader would only get one of those ever. This will take a while, I will probably post the traits I make later in the week, initially the long part will be putting the traits onto the leaders. I am not very historically knowledgeable.
I was planning on doing a point system for civs. So a civ could have 6 lesser traits, 3 regular traits or 2 greater traits. So lesser would be 1 point, normal 2 points, and greater 3 points on a six point system. This would make them a little more powerful than now, across the board. Not sure how well balanced it will start that will be the longest part. Its all just theory right now.
While I am talking things, one thing I tried to do in the past was have resource based promotions. So if you have access to iron than your melee units are a little more powerful. Not sure if this is even needed in RoM it was something I tried with regular civ. But my understanding of the event triggers is obviously lacking.