Well, what confuses me is why the developers sometimes take modders ideas... but them warp them to something different. This happens so often in video games it's just weird.
The library nerf is a good example of this gone wrong. Two major mods have scientists nerfed to 2/2 science/GPP and one major mod nerfed scientists to one per library. Both are pretty acceptable. Developers see this and realise something must be done to libraries. So
they make their own change. Why do they do this? They have two working nerfs to choose from? And so the result is we now have an overnerf making libraries much less useful and generally encouraging more of this "no building any buildings at all unless going for science victory" strategy. Really balance decisions should just be left to the mods.
Err, Tradition got heavily buffed, and only one policy in Liberty got nerfed (and not by all *that* much as your capitol is easily your best production city at that point anyway).
The tradition buffs are not even close to what is needed, though, making honor or piety the only early policies. Some of them show a complete misunderstanding of the game's strategies. Monarchy at 1 gold per two capital population? Try 2 gold per one population, a quadrupled buff (techincally neglibably higher than quadruple), then watch as still nobody picks it. Edit: Heck, try FOUR gold per 1 population, then watch as still nobody picks it, as you need to waste policies to get it.
Landed elite reduces culture costs by 2/3? Yummy, more grasslands, just what we needed XD Basically it's a nerf. Even if you could pick culture expansion, you'd get what, 150 gold worth of hills? Compared to theocracy's +20ish happiness or reformation's 10-turn golden age giving double that gold and production? Please.
And with the theocracy buff, people playing well are going to be stuck in a mad race to beeline construction or horseback riding while expanding as fast as they can to hopefully get their first policy in piety.