Thoughts:
1) Pathfinder is SORELY needed. I'm thinking my initial build strategy will probably be Path-Path, trying to pop 2 ruins with each (free tech #1, new weapons) and (plus one pop, new weapons). Then I'd have two beast archers... of course, this assumes the upgrade allows the promotion to carry over.
2) Extra territory will be fantastic or terrible. If its a full second ring, then this will be amazing, especially mid-game, when you find some Iron or Coal that can be settled. Sure, saving the 75 gold from buying a tile might seem insignificant, but hey, every dollar counts when you're a warmonger. HOWEVER, if the extra territory is random at all, in that you don't get the entire second ring, just a few tiles... then I guarantee that the programming will "miss" giving you any useful extra tiles...
3) Beast warmonger civ. Imagine the artillery/cav rush these guys will be capable of. Cavalry comes right at the last time where extra movement matters (I'm looking at you, panzer). Give it the extra vision and you've got nasty spotters/cleanup cav. If the bonus is +15% in our territory you not only can defend your lands better, but the citadel drilling technique becomes very strong. Pair with other modifiers (Himeji, GG, etc.) and you've got a nasty military.This looks to me to to be the best late-game warmonger civ in the new expansion. Zulu obsolete by industrial, and Assyria seems to be Huns-esque in the sense that they have to go all-in to utilize their UU early. The Assyrian UA might be game-breaking though, we'll have to see.