I think your solution to this is great! I can absolutely see use-cases for both the no-tech-prereq and the tech-prereq options.
The city does not have to be connected to the instance of the resource within its radius. It just has to get the resource from somewhere, and the resource needs to exist within the radius. But those two can be different sources.

Still, that's a very niche functionality, and not useful for your use-case, as you'd then still need to get sea-oil to the city from some other (land) source to qualify for the building.
I am wondering the same! Since AIs sadly don't value prod +% at all it seems, a lot of perfume is necessary. It would be amazing if we could get some conditional scripting logic for unit/building choice values, such as
Code:
Coal Plant
{
if (has researched "Electronics" or has researched "Nuclear Power") and has river or has researched "Ecology"
value = 0
else
value = 200
}
Nuclear Plant
{
if has "Coal Plant"
value = 150
else if has "Hydro Plant" or as "Solar Plant"
value = 100
else
value = 200
}
But that would of course be some immense work, probably unfeasible.
Outposts already have a vision range of 1 on ground, 2 on hill and 3 on mountain, no? What IS strange about them, however, is how they don't gain any extra LOS when looking at water, unlike normal units.
@Flintlock
A while ago I asked about having ground-AA play its attack animation rather than the generic one when it destroys an air unit. No rush about this at all, I don't think anyone but me asked for this. But I have another idea to add to this: Would it be possible to make ground AA use "operational range" to be able to cover more than its own square? Then basic AA with an operational range of 0 could defend only its tile, while SAM systems could be given a 1 to also cover the surrounding tiles and highly sophisticated and potentially stationary end-game AA could even cover another ring around this. Could be really cool for cold war or modern day scenarios.
Edit: And another tiny request: Can you add an option to stop agricultural from being exempt to the despotism penalty if the city has fresh water? It seems very inconsistent that only this particular combination of conditions simply ignores the despo tile penalty.