I agree with this in general but would make an exception for happiness, which is also inherently tied to population. 1 culture for the artist is too weak for internal consistency in not one but two systems: Specialists and culture. The building and city state culture yields set a kind of "exchange rate" of culture to other game variables, as the only significant sources of culture (artist contribution is weak and can be neglected). A cultural CS adds between 10 and 20 culture for 7-10 gold per turn, which yields an exchange rate of 0.5 to 1.3 or so. A temple is worth an exchange rate of 0.66, a monument of 0.5, and the more modern buildings are at 0.6 or better. They all need some kind of down payment (gold in the case of a CS and hammers in the case of buildings) but all are much better than artists which operate at the very best of conditions at an exchange rate of 2 when you compare them to a merchant, who is generally considered to be the second-weakest specialist. This means artists are only ever sensible to consider if you go for culture at total expense of other things (aka culture victory). If that's the balance you want to achieve, fine, but otherwise the specialist needs to be buffed. For internal consistency of specialists at vanilla yield levels I still think scientists should be at 2, merchants at 4 and artists and engineers at 2. Artists could be at 1.5 (moot point because the game doesn't allow fractions) if great artists were more powerful and the scientist is down-evaluated because the GS is very powerful. For internal consistency of culture, city states should be nerfed or buildings and artists boosted, although a city state nerf is desirable for power-level concerns between city states.