I consider trade one of the areas in which the game has vastly improved over its predecessor. Yes, some things are odd, like having to re-research trade. But getting rid of the trading table? It saves hundreds of unnecessary and meaningless clicks each game, makes the game and other leaders less annoying, and eliminates an easy to abuse advantage of the player.
Resources could be more impactful, of course. But some are already super good (especially in the first age) while others are lacking. So, starting the „right“ trade routes is a mini-game.
And yes, trade could be more impactful in general. The yield benefit is generally too few after the first 50 turns (where every coin and culture matter). There‘s so much possibility here, e.g., for religion, pop migration or science/techs being influenced by existing trade routes.
I also like that trade requires influence to set up (if you want more than one) and that they are a good way to get friends and alliances.