Hehe.

But I did forget to rate the threat, since I very seldom do that. So, I had to catch up on that - now it's complete.
Actually, definitely a good timing to post it now with so many people being disappointed with Civ5. Btw, with regard to Civ5: your Unit Support makes much more sense IMO than the 1upt...
Same ideas here. But maybe I will decide for a for a scientist from writing and/or math...
Do you mean you want to give a Great Scientist to whoever techs writing/math first? I don't think that would remedy the problem, since not all players/AI can get them, thus it would still be imbalanced.
Or did you mean you will give each civ that researched writing/math a (normal) scientist slot in the city - without the requirement of a building? That could be an idea - like a teacher with no "institutionalised" school.
- I like that, perhaps you could name that scientist a "teacher" (but give him the same features as a scientist)? something like the dynamic civ mod but for specialists, meaning a "dynamic specialist naming mod")

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Though, I do like the school idea, too: It follows the concept of "You have to build something before you get a reward" (= specialist). Moreover, there aren't that many buildings that you can construct in the beginning of the game, meaning that right now the player is pushed in the direction of expansion (= mostly units, meaning fewer strategic choices

).
One more idea: Right now, when I play with dirty improvements enabled, I quickly reach the health cap. What do you think about adding a building in the beginning, such as a "healer's hut" or so, which allows the player to run a doctor? (If possible, though, this "hut" should only be available, if the players chooses "dirty improvements", otherwise the migration system is to easily circumvented). Since, we don't have the library anymore - which enables a doctor - that "hut" could be a substitute...