As I mentioned before in my private message to you, Zappara, there should be some optimization about the religion prerequisite techs. I've been using xml that rises the price of code of laws, philosophy, theology and divine right. I added some extra prerequisites for philosophy and theology, they both now require alphabet, plus theology requires also calendar and drama. Eased the requirements for the divine right (standard theology and monarchy, perhaps should add fundamentalism or something?) This is to delay the appearance of religions in the marathon games. Also, most of the ancient wonders are built before the middle ages. (Lowered the required number of buildings for those, too.)
I lowered the cost of Pyramids and Sphinx, increased the cost of Stonehenge and most of the late ancient wonders (e.g. Colossus and Temple of Artemis).
Removed the unhappiness penalty from the contradicting civics like Emancipation and Contracting. Only Emancipation and Universal Antidote now cause unhappiness for civs without them, and the rate of this effect is lowered to a one quarter of the original.
I would like to see more use of the Snafusmith's wacky units and perhaps some additional civs appearing in e.g. Sevomod. The most intriguing challenge is with the religions, however. According to the first message in this chain, future versions of the mod will include even more religions. So far the modifications for the existing religions have been very satisfactory, keep up the good work.
One thing that is bothering me about the religions is their order of foundation. It has been quite strange since the first vanilla of Civ IV. The correct order should be Hinduism, Judaism, Buddhism, Confucianism/Taoism, Christianity and Islam. I see steps towards the "correct" order in the design of this mod's tech tree. I hope that the future versions will include not only new religions with their unique traits, but some improvement to the tech tree regarding them.
Most of the tech tree has been very well designed, balanced and "realistic" (if I can use such term with Civ.)

So is the case with the units, also. Thus, so far I've been very pleased about this mod. It is clearly the successor of the Sevomod in my books for the best mod so far.
(At the moment, I study abroad in Japan, and I've spent many nights playing Civ...)
I don't recall this kind of addiction to the game since/besides the appearance of the very first Civilization during 90's, Civ II Axis and Allies scenario, and Civ III Joppek-mod and IV Sevomod hectic multiplayer games. In a word: "Thanks!"