I use the willards as well, quite useful.
One other thing:
Could you hide the "Help" button from the top-right of the user interface? In late game the info on the left side of the screen can spill over onto the right-side info at certain monitor resolutions, including my own. This is due to the additional information in the left panel (current tech written out, GP display, etc). Maybe hide the "menu" button too. Both of these can be accessed with F1 and Esc, respectively, so their presence on the visual interface is redundant for any moderately experienced Civ player -- the type of player likely to try out mods.
Since your mod focuses on fixing UI issues, it makes sense to include a few more. I've attached two files from the unofficial patch. TechTree.lua solves some issues with the pipes between techs. EnemyUnitPanel.lua somewhat fixes a problem where combat modifiers from promotions are not displayed on the unit cards when attacking a city.
Also, here's credits for the UI fixes, would be good to include these in a readme:
akamal - Happiness display with garrisoned units.
Perkus - Bonuses and penalties display when attacking cities.
JANorton - Technology linking issue.
lockstep - Off-by-one error on turns until next policy.
It's difficult to completely solve the second bug, since basically every single possible modifier has to be checked separately, and we don't know what all the functions are to do so. In addition, some modifiers work against both units and cities (like shock/drill) but others work only against units (accuracy/bombard), without any way to determine which is which without a manually created test map.