After playing a bit, I have to agree we here need a compromise between gorgeous graphics, gameplay value and visual stress.
I already had a big issue with the cluttered map in the final stages of Civ VI, so it is not only Civ VII. And color-coding, while helped the underestanding, made it even more unconfortable to look at (altough, if I have to be honest, the biggest offenders there were late-age improvements such as mills and solar plants (and sky resorts!) that were in such a big scale and so repetitive that, at least to me, caused visual stress).
Haven't reached modern age yet in Civ VII, but the level of detail only of the terrain in the game makes it gorgeous, but also not that easy to identify or to clear the big picture. Not a big difference at the moment of having the buildings and improvements over that, but that is also a gameplay minus, as it means their noticeability is not that big. Definitely we may need some lenses and visualization levels (or just to get used to it), but indeed it is a pity that it seems we cannot get all (beautyness, strategy and confort) in the same pack. In certain way, it is the problem of the WYSIWYG route started in civ IV: trying to get it all in the same view.
In civ I and civ III specially, the city view had no strategic value, but it was there to have those relax moments and get the reward of what you built (civ II city view was meh). Not to say the city view has to be back there but maybe getting a "gameplay view" with more simple models / generic graphics, that could be switched/transitioned* a "bird's view" of your empire, not used for gameplay, but were models were more detailed and at scale and you could fly around the same map you are playing, that could be a great way to recover that experience.
*Note about transitioned view: If you played any of these remakes of old games that let you switch seamlessly from pixel view to modern cel-shaded view, these transitions would be ideal.