Wow, what a quick patch! Thanks, Kael!
All the things I write below are not yet based on the "a" patch, though, so some stuff may have been fixed already.
Great changes, just one pet peeve:
16. Summons can't capture slaves.
1) First of all, does "Summons" in this context only mean those with limited summoning durations (like Spectres, who caused the problem from before) or also "Summons" like Skeletons (which are permanent and therefore didn't cause this problem - they would be unnecessarily nerfed by this change)?
2) [Balance issue, probably not a bug but an unintended (?) side-effect of a change] I tried Slavery with Amurites yesterday and while I enjoyed it, the whole civic (or at least the aspect of enslaving opponents) seemed to be kind of weak
already, but (especially if Skeletons won't be able to generate Slaves, either) if most of my units cannot even generate slaves, the civic seems even weaker now. I realize that rushing buildings with Slave Trade may have been overpowered, but I suggest increasing the buying cost of Slaves via Slave Trade and reverting the Slaves to the unnerfed version/at least to a bit stronger version than before. Right now the Slaves I received in a Marathon speed game only gave me 30 hammers (-> 10 or 15 in normal speed, I think?), a bit of a meager reward for killing my opponent's units. More serious problem with Balseraphs and (especially) Taskmasters.
3) [Bug] I can confirm that at least one event (the one with an angel passing on earth) did not change the AC at all, or at least none of the selected options (who read "-2 AC" or something like that each, and +1 commerce on a plot for Elohim) changed it at all. I think I had the option enabled that doubled all AC changes.
4) [Bug] I let my Skeletons attack a small stack (~6 units) of mounted units of Tasunke and the withdrawal bug occured again - one Skeleton attacked the stack and the whole stack withdrew out of my cultural borders. Obviously, this made his attacks more of less pointless.
5) [AI issue] These mounted units also seemed to want to pillage enemy roads. It's possible they did it because I had Rosier the Fallen with many promotions in the city nearby (including +40% against mounted units), so their attack odds were very low. However, seeing how this is Tasunke, he should never ever pillage roads, I think.
This issue may be connected to the issue of the AI having one 1 move unit in the stack (e.g. an Axeman) so this whole 3-4 move army only moved one move each turn. Is there even any point in Tasunke building move 1 units if these slow down his whole army that much?
6) [AI issue] Is somehow possible, I think it would be great if the AI could recognize whether a given opponent's unit was summoned or not. Having masses of Barbarians die against my Skeletons is okay, but having a whole massed army attacking my city to die against empower 5 skeletons is not. If they cannot attack the city with an equal reward for their risk, they should not attack it and do something else instead (e.g. pillaging, and not in a stack). This may not be easily realisable though.
7) [Bug]I can now confirm that the Circle of Gaelan doesn't spread to cities with Mage Guilds if these Mage Guilds were built by a wonder (i.e. Catacomb Libralus (sp?)). I played Sureshot's first Armageddon scenario in which you start with Catacomb Libralus and a Mage Guild in your capital and I received Gaelan early (before it was changed to Sorcery, which makes sense since the event chain gives you Gaelan and a Research boost, a bit much if it can come basically as soon as you get Knowledge of the Ether), but the Circle never spread beyond my Capital although/because all my cities had Mage Guilds due to the wonder.
8) [Bug] The light bulbing path of Great Scientists is currently really annoying - this has been described in another thread, but if some of the values were adjusted, they wouldn't have to follow the techs in alphabetical order anymore... it's especially annoying to have to bulb/research Alteration and Divination before being able to bulb Sorcery, Alteration before Arcane Lore, etc.
EDIT:
9)
Shouldn't constellation events trigger for all civ at once, just like Blight does? Is it intended that it affects only one civilization, when you already have possibility to make global events that effect everyone?
I agree this would make sense. Currently these events trigger really often (although not exlusively for me like some other users posted - possibly because in the scenario I play I started with some techs/buildings which were prerequisites of other events, therefore giving more events the chance to be triggered than just the sign events which may or may not have prerequisites?), but those with benefits never seem to trigger for the one who could benefit from them

(e.g. among others, I received the event to give a Golden Age to the Kilmorph religion, but I play AV...). If this were changed like this, it would be more obvious to know which event exactly it was that triggered, say, the morphing of grasslands to plains.