Well, let me get theoretical again.
Basically, in civ5 to build a wonder you need the following: The Tech + Production + some terrain conditions. Now, BNW adds some conditions unrelated to terrain. Policies are one thing, but it also extends to holy cities (Borobodur needs one).
This tries to delink wonders from the tech tree. Ideally for me (but not necessarily the best option), each wonder would require production + a trigger. That trigger can be anything, from a tech, to having accumulated x culture, to possessing x swordmen, kinda like the Ancient World Scenario. After all, these wonders in the real world arose from the areas where their civilization was good at. Not the other way around as civ does it traditionally.
But that poses a problem. The more complex the trigger get, the less they can be connected to the reward. For if we want x workers before we can build the Pyramids, we may not need to build them anymore, as they give better workers...
So these triggers should be unconnected from the reward, which proves more difficult since everything's related in civ5!BNW and that severely curtails strategies since it tells you what you need to do to get wonder x. After all, we want variety, no?
Still, at the moment this just means that the trigger for each wonder is a tech. Which does curtail the wonders to the frontrunners in science. (not necessarily realistic, the Temple of Kukulcan could've probably be built better by civs in the old world than the Maya....)
I'm in favour of keeping the restrictions for wonders, but ideally, I'd like even more to decouple it completely from the tech tree. Scientific progress already benefits plenty, see the National College Rush as example...
But yes, that doesn't mean that EVERY Policy Tree needs a wonder, and maybe Macchu Picchu is restricted enough already with the mountain. Petra and deserts may be enough as well, we don't want to restrict the wonder run so much that only one civ can build them. That'd be too much simulation and not enough gameplay after all...
Something in the middle, please
Regarding policies and tenets, I agree mostly but say that I want to play it first before commenting
But maybe, culture policies aren't the best idea since you need to take them to get more of the same.... That's kinda redundant, no? Especially now that culture victory has been split from it.
EDIT: And @Thal, my question was if I should need to go through all those maritime policies (like the Great Admiral, the gold on sea routes) to get to the hidden dig sites for a culture victory on a Pangaea Map? That sounds like a bad design to me, forcing me to take policies I really don't want...