Can you elaborate on what you mean by city management? Do you mean how you can set what percentage of resources go to which mechanic? Or do you mean something different?
In Civ4 (and 3) a coherent strategy for optimizing your use of terrain through city placement, city worker allocation (on tiles), tile improvements, as well as Pop allocation (specialists I think they were called) were IMO exceptionally engaging options that made for tremendous replayability. Granted, it put the player into a Godlike role that is perhaps not realistic, but there are many breaches of reality in a game like this, and I saw this particular breach as being key to great gameplay. Indeed, in some of my last posts here about Civ4 ROM, and History in the Making mods, I suggested that the landscape be made even MORE important in that pillaging cottages should have really important consequences.
It sounds like they have effectively removed city management from the game, and that to me sounds very simplifying and disappointing.
Other thing I have vicariously learned about reading about the game that sound concerning to me:
removal of religion and espionage (I agree it was not perfect in BTS, and agree that it could have been/could be improved on; but given the obvious importance that these social processes have had to ACTUAL real life human cultural evolution, i.e., CIVILIZATION, I think that simply removing their modeling as malleable strategic dimensions in the game, and presumably considering them to be 'background' processes, was a cop out)
removal of transports (another cop out; if you want more details, I'll quote myself in more detail from a post over at 1BC on this topic)
instead of a reasonable stacking limit mechanic they have just taken it to the absolute extreme of 1upt. That does not sound either realistic or fun. How can I strive toward any sort of combined arms doctrine or experiment with different permutations of military? (e.g., 1 archer + 2 infantry / Corps versus 2 archer + 1 infantry??) With the experience system in BTS, and stacking (although the unlimited stack was way out of line) one could create very effective and ingenious military compositions. It sounds like those strategic options are kaput now with 1upt.
Use of what seem to be tactical hex-map wargame dynamics at the strategic scale (flanking?, bombardment by rear-area missile units, charging?)
The time-space scale in Civ has always been way off kilter, and this has been one of my most persistent grumbles about the game. Indeed I'd say it was what finally caused me to lose interest in even highly modded versions of Civ4 (e.g., RoM and HiTM). It sounds like Civ 5 has done nothing to correct these fundamental scalar breaches of coherence, and indeed has made it much worse by inappropriately mixing tactical dynamics into the strategic level.
Improper and unrealistic power dynamics within and across units (e.g., settlers being impregnable?, units getting more powerful from being bombarded)
ADDIT: and @ the fellow who suggested "just dive in" and "give modding a go." If I had the time, I would LOVE to really work on a mod. But I don't have the time. Maybe eventually, when I retire.
Given that, I'll choose games that come closer to satisfying my expectations (of which there are plenty) and wait on Civ 5 because it simply doesn't sound like it has moved in the direction of greater detail, greater accuracy, greater complexity, more historicity, more immersion, more replayability, more strategic options, more brilliant articulation of game dynamics, more elegant balance between game-play and realism, better AI, better edification about actual human cultural evolution through game play. It sounds to me like it has moved away from every single one of those points, instead of moving toward any of them.
While I can entertain the idea that, the initial move away from them is part of a masterplan to create a working foundation to then take leaps and bounds far beyond our expectations of moving toward those goals, I don't prima facie see evidence that this is likely, though I do respect your opinions on the matter.