I'm not opposed to the Pracinha, actually, I think the unit is pretty cool when you actually get to it. Late-game UUs are naturally harder to balance because of how different the late-game combat is compared to the rest of the game. However I think the unit is in a pretty good spot at the moment, the abilities are strong and it unlocks a era earlier than the unit it replaces.
I'm more in the line of changing the purpose of the UI or the UA.
The UI currently, unlocks at machinery, starts out with +2 gold +1 production and unlocks +2 culture at two points in the tech-tree (from what I can remember).
Those two point are also located right next to each other, which probably should be adjusted. All in all, the UI isn't exactly horrible, but its passiveness along with the general passiveness of the UA and the late-game UU makes the entire early-game feel like a snore-fest. Either the yields and unlock time of the UI could, or the passiveness of the UA kinda needs to go, but since more people seem to disagree with the UA I would probably go that route instead.
The UA, it currently exists as a late-game tourism beast that can be chained and power-gamed into landing you in a tourismvictory usually over an era earlier than normally, along with a bonus to GP generation to compensate for if you accidentally start a golden age too early. Don't get me wrong here, the UA is an extremely powerful tool and a better constructed civ would probably benefit a lot from it. I mean hell, give the UA to Persia and they would probably end up overpowered (but I'm not exactly a fan of the Persian UA either
). However the way Brazil is constructed the UA just mostly does nothing for more than half the game and then suddenly you win. It just doesn't feel very fun to me at all.
I'm not saying that we need to scratch either the tourism component or the golden age component out of the UA, but that would probably be the best solution.