Yup. Totally agree.
But I'm actually quite sensitive about words "guarantied", "sure", "100%". People who use them incorrectly in small cases, tend to use them incorrectly in big cases also. For the rest I do not have strength to write today...
Back to the heap. -- The big lose in the space repeats something like once per 7 seeds. For 5 there is more or less 60MB lost. And for 1, 5-10. Checked also for 2 000 000 of operations. The losses were smaller, but the proportion of allocated and lost numbers of MB looked the same. In bad cases there was even over 200MB per 400-500 allocated.
For me it doesn't look good. But maybe I'm tired.
Well, if you think you can improve on it, go for it is all I can say. With Civ we're stuck with a system running in an environment that is somewhat fixed by the EXE, and has to interact with a black box whose behavior can only be inferred from poking i! (the game engine). That often leaves experimentation as the only practical way to determine whether something can actually be useful done, and I'd say you've done the useful background research now, and it sounds like that suggests there may be potential for useful changes. The next step is to try it experimentally (possibly in a quick&dirty way just to validate the principal, and then hon it once the principal proves itself in real game numbers)