I decided to leave aqueducts in for the following reasons. Altering city growth on the high end of the scale is something that has its strongest effect in the mid to late game, when you can get cities of very high populations (20+). In particular, it needs things like the civil service and fertilizer buffs to farm output. The combined effect of aqueducts/hospitals/medical is the same as before (75% storage). As such, aqueducts primarily affect early game while the patch change mostly effects mid/late game.
Circus vs Baths have the same gameplay effect but simply with a different prereq. Spamming coliseums everywhere is already an advantageous strategy, so I feel buffing them even further with a national wonder reward might be less balanced than placing the wonder at the end of a different building chain. The name and historical reference follow from the requirements, since the Circus logically fits coliseums while the Baths better fit in a game with Aqueducts.
The patch notes originally stated all units would be part of upgrade chains now. I haven't looked into the details of that, but if this is not the case I'll re-instate some of the upgrades. They're merely commented out in the files, not deleted.
I removed the strength buffs to city defenses, though getting a true sense of how the AI handles things takes many games of experience and can't effectively be "theorycrafted" so to speak.
Bribing CSs was reduced 20% but completing quests yields greatly enhanced influence, sometimes double. These two things are designed to work together to make quests worthwhile to complete... in my last month or two of games I've started ignoring quests more and more (just because they don't feel worth it), which isn't very fun. Many of the quests are rather challenging (such as killing some citystate or winning in a war with a major civ who attacked the CS) so I want the rewards to feel like they match the risks.
I'm very pleased with the direction Firaxis took revamping the Tradition tree. They fixed some of the issues with prereqs I'd noticed as well, and I like their creative approach to the new Monarchy effect (gold per population in capital). It might be a little weak right now but I like the concept. They also changed the land-purchase policy to culture-aquisition, something else I identified might be a good idea. I feel very happy with their changes and feel the Tradition tree is in good shape now. I also like how they buffed Piety, another tree I felt was week. This all said, I still think a few policies here and there are somewhat underwhelming, and that having a land-purchase policy in Liberty will match the early-expansionist playstyle better than 1

per city.
On the topic of natural wonders... the fountain of youth in particular raised my eyebrows! 10 happiness AND hands out free medic promotions? That's a rather large bonus when it's mostly up to RNG luck if the wonder will be within a reasonable aquisition range. One of their stated goals was to reduce the deviation of awesome vs pathetic start locations... and a few national wonders seem to be a little too powerful to fulfill this goal.