We can keep going around and around on this, but Authority doesn't need a buff. It really doesn't. If you buff it, the opportunity cost of war goes down, and the imbalance that comes from conquering cities/capitals before turn 150 is tipped.
I've said it times and times again while you've never explained when I asked you - I just don't get it. How does a miniscule 10% heal on melee kill make walled capitals fall down before Authority players? You always imply how "easy" Authority makes conquering cities, but did you try that in the last few versions? The AI is insane about Walls and the heal doesn't hurt cities. It only makes it very slightly more likely that a melee unit survives a scrap, and melee units of ancient/classical are very bad against walled cities, usually losing half of their HP to even scratch them. Like, even if AI ignores getting Walls up initially, just declaring war on an AI makes them smartly build them ASAP in their closest cities. So how does Authority help you conquer cities despite not having a single thing that does anything about cities aside from the policy that gives only a 10% CS, which - while cool and can't be gotten otherwise - gives you way less than any single promotion does?
And by the time I have accumulated enough Catapults to take on walled, garrisoned cities, I often have accumulated enough Culture to either finish Authority or at least be close to doing so, and this is the point at which - you've said it yourself before - Authority loses power and is pretty much meant to be worse at everything than Progress and Tradition because you've conquered cities which you didn't conquer, because you don't have catapults. Sure, you might take those new, bad cities of Tradition players that have nothing in them, but you would've killed them with Progress and Tradition either way.
You've said before that Authority is meant to be bad yield wise because it helps you take cities - +1 city to you, -1 to enemies. How does Authority mean you get more cities than others? Explain it because I just don't see it.
So to sum up - to play Authority well, you must conquer enough cities with your tools* ASAP, because by the time you finish it, it's already worse than the others because it's designed to be so. As enemy building AI has gotten smart and good, civs love getting walls fast on their border cities so you need Catapults because otherwise you can't conquer cities**. By the time you get enough Catapults to conquer cities***, Authority is likely to be almost finished, which means it's already getting worse than the other trees because it's designed to be so.
*10 heal on units that don't attack walled cities and a 10% CS on the last policy which is gotten when Authority is meant to be inferior (because you've conquered enough cities to make a change and help you ball out of control?)
**sure, Archers sort of CAN do it, but by the time they lower the HP of the city down to even half points, you will probably have mathematics anyway. And yeah, you can conquer those newly built, bad cities without walls, but it's not like you couldn't do it with any other tree?
***one is not enough. To conquer a hilled, walled CS last Nappy game I've HAD to get, I needed 3 Catapults (with 4th coming in to replace 3rd once it got badly damaged), 2-3 Dromons and 2 archers because it was shooting my catapults too fast otherwise - and it still took several long turns!