Food/Growth: I started out yesterday in a grassland area. I try to locate my starting city at a river or fresh water source, but decided to try this one out. After a while I discovered that the city could not grow beyond size 2 because of the production limits imposed by despotism. None of the techs gave me a bonus food resource. I considered restarting, but decided to stick with it to see where it would go. I actually got a tribe from a hut, but plopped it in a similar location before I discovered this growth limitation. I then found the Zulus by a flood plain, and took their city. This city produced one extra food and was able to produce settlers, albeit very slowly. There was a wheat square on the flood plain, oustide the radius of the former Zulu city, producing 6 food, but other than that nothing useful within a reasonable distance. There was an oasis, but that gave only 2 food. This growth limitation severely limits my options, as I cannot effectively finish any wonders and I cannot expand.
There are several ways I can deal with this, other than conquering my neighbours. I can "cheat" by producing a serf/worker, starting a settler at city size 2 and adding the serf to the city just before the settler is done. And I can go for a government that lifts the production restriction.
The implication here is that you need a bonus food resource or flood plains to be able to expand, or access to an improved government (which will take time), or you can go on a conquering spree.
I'm not sure this is a major problem, though it will stop an AI civ from expanding in a number of cases. Balancing growth and food production is very difficult.
The
Brave costs the same as a spearman and is better (2/2/1 instead of 1/2/1). Why should I ever build spearmen if I can build the Brave unit

I think something needs to change here - why not make the Brave 2/1/1 ?
Serfs/Workers at start are in many cases out of a job because several civs start with neither The Wheel (Commercial) nor Mining (Industrious) and Irrigation comes much later.
Mining can in a way be considered as an advanced technique, just as Irrigation is (btw, why not rename Irrigation to Farming?). It is noteworthy that you can access strategic resources like Iron without having to mine them. I like to think of "Mining" as a kind of industrial exploitation that is probably available from late middle ages. So, I propose that the mining tech be (re)moved (and Industrious civs be given Masonry), and that "Mining" (preferably with another name) be moved into the middle age. It would also be appropriate to change the mine graphics to something representing a workshop.
Startup: If the mining change is used, or perhaps even if it isn't, then I think the starting Serf should be replaced with a warrior. The Serf will only be useful if you have roadbuilding, and it would also serve to slow expansion down even more.
These two last changes will affect gameplay drastically. They might not make the game more fun - but then again they might do just that

- that remains to be tested. I think it would be interesting, and will try it out.
Let me get some opinions on these ideas.