Yeah, Indonesia is a reasonable example of a civ that opens doors for the player to try something they'd normally be averse to. The tentpole is the kampong, which encourages players to build where they normally wouldn't. Similar to Russia's ability to use tundra. But the kampong is interesting strategically not just because you "can" build it on water, but you "must" build it on water. Structure lends itself to interesting choices, and structure means boundaries.You also minimize ability types to "X condition Y reward", when some of the best Civ abilities are unconditional, and the reward is that you can break through the typical actions in the game. They allow you to DO things that are unique. There's a big "fun factor" difference between getting to settle islands effectively (Indonesia), in a way that no other Civ can, versus the suggestion that you should make your cities happier to get something (Scotland). Too many abilities just suggest that you perform the same actions in slightly different ways to get things.
I'm not saying every Civ needs this type of thing, but in my opinion the game needs to break open from its own mold. Something like a movable Mongolian encampment, as some posters were hoping for, seems forever out of the question at this rate. Most of the new Civs now just feel like SQL injection mods, like the developers aren't willing to touch their own base code.
That's the divide in the camps I mentioned. The golden hammer camp doesn't want the boundaries. They just want empowerment so they can do whatever they want without having to make choices. On the other hand, the rapier camp is looking to achieve mastery within a framework.
Contrast that to the goofy golf course in Scottland. Where can you build a golf course? It might be restrictive, but probably pretty much anywhere. So, the design of the civ is "Bonuses when you're happy. Here's a tile improvement that makes you happier. You know what to do." Scottland would have made for a more interesting civ had they just left the player to figure out how to get happier. Amenities are a mechanism for checking growth, and players aren't going to check growth to get bonuses to science and production, as that's counter-productive. So, Scottland will lean on a strategy that incorporates building entertainment centers and plopping golf courses around them. Little in the way of structure and boundaries, so it doesn't lend itself to interesting choices.