Those insignificant (+1 in the plot) events have a place early in the game. It´s really nice when you have only 1-3 cities. So I´d keep them, but make them go obsolete with second tier techs(bronceworking/trade/philosophy etc).
That being said, here is some balance feedback from a just finished deity game with Tasunke of the Hippus.
1. The raider trait is massively overpowered. Free commando and bonus gold from pillaging alone would make this trait already a very strong contender for no.1 pick, but the added +1xp/combat makes it really broken. It is like a massively boosted version of charismatic, which is already the strongest trait in vanilla, where xp is not that important. I´d say drop the bonus xp and the trait will be more in line with the others.
2. On high levels the religion that gets founded first is usually totally dominant. The AIs usually have open border treatments and will quickly spam missionarys everywhere. This results in later religions not being adopted, or not even being founded, because everyone is good/evil when the dominant religion happens to be AV/Order. Games with a totally dominant religion are not particularly interesting, so I propose all or a mix of the following changes:
a) Give the AIs strong positive and negative weighting to particular religions. It´s already the case for Khazad and the Elves. I´d like to see some evil civs, particularly the Sheiam, (almost) never adopting the Order or Runes, so that they will still research the Veil and on the other hand good civs avoiding the veil/OO.
b) Make disciples national units like in vanilla to slow down the AI religion spread.
c) Make disciples only available with a certain tech (philosophy comes to mind), so that you have to rely on natural spread for a while.
3. Hyborem is always a sad joke. He will enter the game and pretty much immediately vassalize himself to the veil founder. He should really get an impressive demon army when entering the world, so that he actually becomes a power and will start wars. Of course that would make him rather easy to play if you choose to switch to him, but that would mainly be a concern for multiplayer.
4. Not so much a balance issue, but more of a gameplay issue: The famine event when the armaggedon counter hits 40 is the most annoying thing in the game. It makes destroying the world not fun, because you have to spend a ton of time rebuilding all your irrigation networks, which the dumb autoworker AI will not do. Please make it not destroy farms, but instead add a poisonwell effect to it that raises unhealthyness by a large amount for 10-20 turns.