Regarding the +1

per religion - that isn't a property of the Free Religion civic, but rather it's an effect of having no state religion. ie. you can get that +1

for every religion regardless of your civics, as long as you don't have a state religion. So I don't think it should be mentioned in the description of Free Religion, but I suppose it could be mentioned in the "game concepts" civilopedia article about Religion, in the State Religion section - but it would probably be a bit out of place in that article as well, because the article isn't really there to describe the details of the game mechanics...
Similarly with the

from power - there doesn't seem to be an obvious place to put it. Maybe both of those things should each just be put into a loading hint. Those hints already describe a few otherwise undocumented parts of game mechanics.
A special K-Mod section in the civilopedia would probably be good analogous to the Beyond the Sword section; but I don't really want to write it at the moment, and it would need to be sufficiently vague that I could change some of the game mechanics without having to worry about changing the article all the time.
In general I think the basics of the global warming stuff is pretty intuitive, if you look at the info on the environmental advisor tab. The specifics of how the thresholds are calculated and so on is not so clear, but that's the kind of stuff that I wouldn't really want in the article anyway because it may be changed in the future!
The religion stuff is a bit of a black box though. It would probably be helpful for players to know that they can reduce the chance of a religion being removed from a city by building a temple... and I don't think the game currently tells players that information anywhere at all at the moment.
There are actually a lot of subtle rules about the spread of religion, and I'm not really sure it would be appropriate to put them all into the civiliopedia, because it's mostly stuff that players shouldn't have to worry about anyway unless they're really into micro-managing stuff. ... For example, if you've founded a new religion and you want to spread it as fast as possible, and you have 1 missionary, it's best to use that missionary in a city as far from your holy-city as possible, because cities closer to the holy city have a slightly greater chance of gaining the religion without a missionary -- also, larger cities have a greater chance as well; and cities without any other religion; and so on... On the other hand, you may just want to put the missionary into a city which is capable of building its own missionaries quickly. -- and if you use the missionary on a city which has another religion, there's a chance that the new religion will fail to spread, or that the old one will be removed, and the old one being removed chance is smaller if the city has a temple of that old religion, but if the old one is less likely to be removed, then the new one is actually less likely to spread because it can only fail to spread if the old religion failed to be removed and blah blah blah...
I can just imagine that such a detailed bunch of information might be a bit overwhelming, or cumbersome or something. It's the kind of thing that I imagine might be more suited to an out-of-game wiki or something. (Incidentally, there is an empty wiki for K-Mod on the github page - but I don't intend to use it myself.)
By the way, about the event signs, I don't use those myself so I'm not certain about how they work, but aren't they just the same as normal signs placed in-game? If so, you can delete them with alt+s while in the game. (ie the same button used to create signs manually.) That reminds me... does the

bonus that sometimes comes with the K-Mod version of the volcano event add the event sign? I don't think I was paying any attention to the way event signs work when I edited that event, so if I needed to do something special to make the event sign show up, then I probably didn't do it...