The problem about contantly "giving" is that it ends up with nearly the entire world covered with 17 resources in it's BFC, all grassland / Floodplains / Hills -.-
So obviously there is a need for 'taking' as well, even if it is less fun.
That said... some more 'evil' gods can always give a quest for redemption... although that would be at great hammer cost!!
Quick
reccomendation for a varient game...
Each God ties itself with a religion (all religions can have multiple gods). Gods can only effect things within (say) 5 tiles of a city with the influence of a religion, or a region outside cultural borders (including, probably, Barbarian cultural borders). Also, for AI, a God controling the State Religion of the AI may, at thier request, call for a religious inquisition, that kills all people of a certain religion (if there are 2 religions, half the city dies, if there are 3 religions, a third of the city dies). For the player, the player in-game can call for a inquisition, if they don't think that a certain god is playing fair in thier lands, at great cost to thier population
Obviously the fact that Gods shouldn't be able to reverse the effects of another god should stay. (However, they should be able to reverse it after, say, 90-120 turns or so).
Finally (and this is just a suggestion), we could also remove the whole "Cannot modify twice in a row", but we can have multiple Gods modifing it at once. Each God should only really do one thing, whether it be acting on a quest, creating a quest, or modifying the world. Of course, and I learnt this the VERY hard way. Its no fun to play with the entire world shifted beyond the balance. But its also no fun spending 1 hour in World Builder trying to fix up the 7 quests you gave last turn -.-
(PS. How was Atlantis? Did it do good for the Egyptians? That was my crowning joy

)
Oh, and before I forget, gratz on the win!!