I'm going to put my playtest comments for 1.3.4 here, regardless of whether they are bonus related or not.
Overall, I have to say the mod is totally different now than it was with 1.3.1, it is like playing a brand new game. The unit changes were designed independently of the bonus changes, and it shows a little bit. I think we need a bunch of playtest feedback, then some more major changes to move things around. Once that is done, we will be ahead. But I think we should hold off on different types of gameplay changes until we get units and bonuses more synchronized.
I am going to number my feedbacks starting with my list in post #3 in this thread, using "DA" as a prefix. Some people may view this as overly organized, unless you also have been in charge of "code bash" activities for commercial software. We may get dozens of feedbacks, some contradictory, some duplicates, and having a unique name for each comment will help make sure nothing gets lost. Your mileage may vary.
DA08. There are too many hidden resources. In vanilla, there are only three early game resources which are hidden: horse, copper, iron. The location of these makes a big difference. In DW today, the insect farm tech hides four resources, the desert plantation hides another four, and none of these are particularly strategic. I recommend removing most of the reveals so they can be seen when the game starts.
DA09. The water cache (granary) gives +1 health on three resources. That is good but they seem to be less common resources, and why these three? Perhaps it should apply to a wider, consistent set of resources.
DA10. The bladesman gives +10% to city attack. That is nice, but we still need a siege unit to damage the walls. This is not available until crystal is connected. This is a less common resource and it seems to delay city attacks.
DA11. No civs start with thopter. I am not sure exactly how the game assigns your beginning explorer unit. Usually civs that start with hunting start with a scout. But even civs that start with the proper tech for scout thopters, start with a soldier instead of a thopter.
DA12. Art of Kanly makes no sense on Water Transportation tech.
DA13. In the civilopedia, the description of the Ix leader says "she". Based on the screenshot, sorry, that is one ugly lady! Can we pick a male Ix leader or get a female screenshot?
DA14. I find health to be a huge limit right when the game starts. By turn 50, I built a couple of windtraps and wells, and I had 16 water income. But my health was only 3. So I was going to have like -5 health. There was one health resource in my BFC, but it wasn't one of the water cache related ones, so it only gave me +1. I had to beeline space ports and build nutrients convoy to get anywhere at all. I think we need more health bonuses, either from resources or buildings, for the early game.
DA15. I did not understand the difference between the three groundwaters. All three of them give +1 water. I see that the different well types give more water when you build on them. This may be too much complexity, I am not sure.
DA16. Spice decays too fast. Several times I just got the harvester built, and then it immediately vanished. We need it to decay a little so that new blows appear, but it should be slower.