@ Ecofarm: Against the AI its indeed the problem that they don't defend their cities properly and don't field units and tactics that represent the respective difficulty. Not only one of times building units / defenders.
For if the defense is allready in place you don't need to build defenders fast (that is what the Player can do quite effectively. Hence the ability to cope with raging barbs quite well and even get quite considerable advantages by it unlike the AI).
So the core problem is insufficient defense / standing army on AIs behalf (by far). And since the game is still in beta i don't require or demand AI to be done allready. I accept those glitches and try to investigate.
So i rather test on normal speed and commend what could be changed to improve in fixing the AI which in that field im sure is quite possible. (the same reason you stated you don't like no Ai-building requirements for very much, since its to the disatvantage of doviello. Also there are some civs that also like to build quite a good ammount of units.
I use / like that option though since unlike building speed / time / ammount of units the problem with unit-enabling buildings seems longer till it will be (completely or atleast sufficiently) fixed and harder to fix as well. I don't think the team whould have given us that option otherwise. But can very well understand that you don't) And that seems to be the focus now if i look at the last community request.
Also in normal even though noticable, that advantage its not very extreme (unlike the time it takes to finish the game which is way longer. base about tripple i whould guess) and very importantly you can never produce a unit in less than one turn (enough production to produce one unit a turn in normal speed even as high as Tier 3 in normal is not extremely hard to accomplish in some cities midgame to endgame. For tier 2 it should be the rule by then. But given, thats quite civ-dependent. Hence the huge balancing dependency on speeds between civs.). Especially on large or huge maps which i like to play / play most of the time. And i most of the time play creation mapscript which makes rushing / using that advantage many times harder anyways.
(i whould second your acessment about epic though.
There that advantage should be countered by very experienced units doing the fighting (which is quite possible to get in epic speed) and mopping the floor with a few greenhorns (but stack buster spells are a tad to powerful at the moment i reckon.) . Good use of experienced units is not something the AI is good as of now. I don't think marathon could be remotely balanced and fun for FFH2. Ever.
But thats not necessary. Unlike in Vanilla Epic is really epic enough.

)
I don't like early game rushes anyways (especially with Tier 1 units...)
In competative multiplayer your argument is quite fitting though (and since you play versus really thinking oponents you have other demands regarding the feature/balance side of the game which is understandable. So to say there are no real AI-issues in multiplayer only games. Unless you don't play on a relatively even skill level.). But i dont really care for / comment on that very much since i don't like it.
As for finishing: i don't very much

so thats down to tastes after all...
I second Nationhood allowing Draft of one unit. Perhaps whould be a really nice addition. (pacifism surely needs a beef-up then though. It seems like it whould now allready. As does Serfdom.)