I think many of your guys don't have a very clear idea of how balance works and how it's patched into games.
The reason SC2 beta-development and balancing took so long for a relatively short (30 minutes turnover) and simple game is because balance isn't something you fix. It's called "balance" partly because one or more choices are weighed well, but in an interrelated system, it's less like balancing two pans of metal and much more like managing a Rube Goldberg machine. One change leads to another, and another, and another.
Seeing an "unbalanced" game like release CivBE and bagging on it for the issues isn't a thing I like doing lightly because I don't know how many iterations it's been through and what truly ridiculous unbalanced stuff isn't in it anymore.
Regardless of what changes come in the next patch, the overwhelming probability is that something else will go off-kilter or it won't be enough. The truth is, a perfectly balanced game where everything is an equal choice and you can go through the tech tree or building queue choosing anything you want is also not a thing we want for Civ. We don't want everything balanced. We just want the right kind of unbalanced in the right places.
That takes time, and usually a crapton of patches.