I'm still on track to release a BNW version of the mod here by January 15. I took a very slight detour into sketching out a UI spell casting system, but it will have to wait until a later edition as I will rely on Sergeus' DLL mod.
In the past few weeks I've been working on the early game balance. I've added 5 new basic buildings and 6 new wonders, most of them accessible very early in the game, which means there are many more choices for players in fine-tuning their strategies. I don't think having nothing significant to build or train will be an issue until the late game.
I also added a few niche improvements to help fine tune mid game yields. There's also a new line of mounted units that span early to late game with Knights as apex unit.
Many of the changes I've made are not readily visible, but will add to gameplay challenge, mostly with new or improved AI logic. I also made some final decisions: I won't be including the Great Works or World Congress modules. They don't mesh well with Faerun as they are, and would require extensive edits to be interesting.
That said, the Trade Economy and Ideologies of BNW are fully fleshed out and work nicely in Faerun. Also, religion is now finally an interesting aspect of the mod (I think) so all in all the mod has probably gotten a bit better in the BNW context.