To address your responses:
Survival - we'll see as we go along i guess. I just would rather have this available later
GoN - The primary issue I have here is that even with running FoL, after about size 14, unless you have other sources of health, even the forest cities will begin to experience unhealthiness. If your whole goal is to make this useful to non-elves, it does do that. My issue is more that it totally outshines everything else in the category.
Government:
More xp to specific unit-combats, quite frankly, is trash. I mean no offense by this, but even in a city with archery tower (for example), I still build other units. Generally, less than 1/3 of my units will be of a specific unit type. On top of all of this, the amount of XP given, considering the other available sources of xp, is pretty negligable. Ex. Aristocracy. If I have stables, hippodrome, and barracks (+3xp to land units), i start with 7xp. Dropping the hippodrome, i still have 5xp. In either case, 2 more isn't enough to get me another level. Getting the great general mounted building gives 3xp, which in the first case gives me 10 xp, and ONLY in the second case gives me 8, where 2 extra XP will make a difference. Unless you are charismatic, if the sources of xp aren't enough to bump you up a level given other readily available sources of xp, there really isn't any reason to go for that. Now, if it gave that much xp to all unit types, 2xp is plenty powerful, because I would then be able to bump out an emergency archer for defense, and it will start out with a free promotion. But giving it for just one unit type isn't going to influence my decision at all.
Now to god king. Bazzar of mammon does give you plenty of gold, I agree. However, that gold bonus is the only thing that kept godking even semi-useful in the mid-late game, when you typically have many more cities, and one producing a little bit faster only makes a difference if you are pumping out wonders (and even then, there are enough sources for a +
% bonus that it doesn't make THAT big a difference). The gold bonus also helps a great deal in the early game - I now only have to drop my research 20% instead of 30% to continue to run all of my cities. Or just grab 1 merchant specialist, etc.
Republic. Elections may be powerful. The problem is, they are too random to actually be useful. For people like me, who try to control most things about their empire (aka, I NEVER play perpentarch), having a chance for a random golden age or a random trait generally leads to me ignoring it. The reason is that I am unable to base a strategy around this, as I have no way to aim for a specific trait. Elections also take place periodically, and as far as I have been able to determine, there isn't any set number of turns between elections.
Legal. The net effect of city states, unless you place your cities to only be able to use the first ring, is generally reduced costs, even with large empires. This is because each successive city is further and further out. Compared to reduced costs (especially for large empires), a 25% bonus to GPP, especially later in the game when liberty is available, is generally negligible. As for nationhood, it would probably be useful if you gave it a different, more general bonus. I will agree however that it is one that isn't to everyone's taste.
Labor. The issue that I brought up feudalism is that in previous versions of orbis, it was a 20% bonus to food. And I still never used it, it just wasn't as useful as no cap on specialists and 20% production bonus, or greatly reduced costs to corporations (size 30 city, 9 food. 1 corporation, 12 resources, and you get 9 food in EVERY city, not just the ones that are already that large). As for worker work rate, it might be useful, but by the time I get it, I have already developed my core empire, and I have enough workers out there that new cities get developed in a few turns anyways.
Cultural Values. Quite frankly, I generally consider great generals to be a nice little bonus. I will keep a few around to create the special buildings that only they can build. But since I can't attach them to hero's, and I can't remove them from a unit once attached, and if that unit somehow gets adventurer, I loose it, I generally find great generals to be little more than an occasional free building. Therefore, I looked at the net bonus that will appear with every unit that I build - +1xp. Which, compared to no cap on a particular specialist type, is kinda useless. It also isn't enough that a new unit would receive the next level, with any combination of buildings that you build. As for the other cultural values, the bonus from being able to get as many of a particular specialist as you want, while quite powerful, is only a benefit to the specialist economy. If you are trying to make them useful for people who run more of a cottage economy (aka, if you want there to be a viable economy other than the specialist one), they really need a significant bonus other than no specialist cap. That was really what I was trying to point out with that statement.
-Colin