Yes I think in this post I said that VI was a radical experiment, perhaps worth doing, but not worth sticking with. A forgivable failed experiment.
You can see in this thread that I've said Civ VII would work better as a deck-builder than as a Civ game. I'd streamline experience and attribute trees and combine them, and greatly streamline tech trees, having more of absolute tech and culture progress and maybe let you choose between one of two nodes each time, and maybe choose to either go forward one node or research the sister node, but you have to research both sister nodes to go two steps up the tree.
Then, the rest of the game is completing activities that earn cards, which become your unique units, your slottable policies, your legacy bonuses. That's the natural evolution of Civ VI/VII as a board/card game. I would play that game. But it has to stop trying to be Civ to be the best version of itself.
Look, at this point Firaxis, go for it. Super streamline, make it a deck builder. You can have 3-4 legacy paths for each type for each age and add a couple ages. Then it would be really cool as a deck builder where each age is unique depending on the mix of chosen legacy paths. Maybe some cards give players voting power over what legacy paths will be available in a given age.