OK, Rob, I d/l'd the demo & started up a game. The following is just suggestion based on my humble opinion & in no way meant to demean your creation. Hope it helps. Thanks.
Chose raging barbs, pangaea 60% water, warm, wet, 3 byo.
-The starting screen & custom interface graphics look cool.
-Player Setup screen.
The selected options are a shade of blue that's hard for me to read against the brown background. When the pointer is held over an option that hasn't been selected, the option turns a shade of brown that's very hard to read against the brown background. Other than that, the custom graphics look cool.
All the leaderheads look fantastic!
There's a civ trait called "Stable," but the link leads to the pedia entries for every civ trait except Stable. I'm not sure what this trait is.
Chose Egypt, Normal AI Aggression, Chieftain.
Looked at Game Limits. 800 Turns!

I like long games.
-Turn 1.
Started on Palins next to a river. Starting city (capitol) is named Waset? Is this correct? I've never heard of it. Perhaps it should be Thebes or Memphis?
Adviser screens all look good. Tech tree looks great with arrows all pointing the right way, interesting techs, good-looking tech icons. I love how the Dark Ages era screen is an image of monks in a church.
Pedia looks complete so far with the exception noted above.
I crank my Science slider to the max (70%) & choose the Settling tech to research. Will take 40 Turns.

Am still earning one GPT-it's nice to start on a river.
I can see the river emptying into a body of water to the west. North is all Plains, South is Grassland & Forest.
Set production to Egyptian tribesman.
-Turns 2 through 4.
Nothing happens. Keep earning one GPT.
-Turn 5.
Produce an Egyptian tribesman! Unit looks good-appropriate for an early Egyptian warrior. I send him west to explore that body of water on the horizon.
Production set to Egyptian worker.
-Turn 6.
I notice that there's no Victory button in the lower right corner above the Introduction button... Would be easier to track what Turn I'm on if it was there. Is there a way to get an update of Victory Conditions (VPs, Land Area, etc.)?
-Turn 7.
My tribesman reaches the shoreline & the mouth of the river! It's clearly a large body of water. I can see Sea & 2 Crab resources along the Coast.
-Turn 8.
I send my tribesman exploring north in the Plains along the shore.
-Turn 9.
Complete an Egyptian worker! Begin work on an Obelisk-done in 20 Turns.
Pedia entry for the Obelisk looks good. Nice image & copy. I also like the tech icon for Egyptian culture.
Suggestion: Capitalize all words in unit, tech & improvement names. Examples: "Egyptian Culture" rather than "Egyptian culture" & "Egyptian Tribesman" rather than "Egyptian tribesman."
-Turn 10.
Cultural borders expand! I can now see a Pigs resource to the northeast & Mountains to the east.
Worker begins roading a shield Grassland. Tribesman finds Forest & the mouth of another river while following the coastline north.
-Turn 11.
Tribesman finds a Goody Hut!
-Turn 12.
Tribesman turns away from the shore to pop the Goody Hut in the Plains. Gets a map. Can now see that the new river I discovered continues away from the shore far to the east. To the north, beyond the river, Forest & Plains is some Desert.
-Turn 13.
I forgot to mention earlier: the city graphic looks great!
Worker finishes road & moves south into Forest to begin a road there. Tribesman now exploring east away from the shore along the new river.
-Turn 14.
Tribesman finds another Pigs resource in the Plains north of the new river.
-Turn 15 & 16.
Can now see a Mountain range running east-west north of the new river. Several short streams come down from the Mountains to join the new River & we discover some Floodplain.
-Turn 17.
Continuing east along the new river, the Tribesman finds another Goody Hut. The river has too many forks now to describe, but it generally continues east out of the Plains & into Forest.
-Turn 18.
Popped the Hut & "disturbed an angry barbarian Barbarian." Seems redundant. Tribe is named "barbarian." Unit is named "Barbarian." Suggestion, name barbarian tribes.
Three barbs popped in total.
-Turn 19.
The barbs didn't attack IBT so I attack the one to the southwest & defeat him without taking damage.
-Turn 20.
One of the remaining barbs attack my Tribesman IBT & he's victorious again, becoming a Veteran.
-Turn 21.
Worker finishes road in forest & moves to road the Plains east along the river.
-Turn 22.
Tribesman defeats the remaining barb.
-Turn 23.
Produce an Obelisk! Begin another tribesman. Only build options are workers & tribesman now. Still making 1 GPT.
-Turns 24 through 27.
Complete a tribesman & send him west to explore the southerly shoreline. Veteran tribesman finds headwaters of one branch of the new river & turns south across the Plains to look for the headwaters of the river my city is located on.
Supporting 3 units, I'm no longer earning GP. Don't need any more units I can't afford so production is turned to Wealth.
The Mountain terrain looks good. Just realized that shield Grassland terrain has some kind of little bush with red berries on it. Nice touch.
-Turns 28 through 41 (I think).
Will finally have my 1st tech next Turn.
Worker continues to road along the river within city radius.
Veteran tribesman finds a large mountain range to the east running north-south. See a Gold resource in the Mountains.
New tribesman finds forest to the south & runs into another mountain range running east-west. Looks like I might be in a huge valley with 2 rivers systems running to the seas to the west
-Turn 42.
Learn Settling! Cool tech icon! Begin researching Stone working. Begin building a Settler! Can also build a Storyteller's house now.
Can't build a well without Gold in city radius. I'm not understanding why Gold has to be nearby to dig a water hole.
I wanna continue playing, but I gotta sleep. Haven't found any serious bugs. Everything looks really good for a mod so early in development!

Will return with more playtesting when I can. Thanks!