I love the fact that there are so many religion choices in this game, really I do... however... some of them seem to lack in flavor. (several are simply a male&female missionary unit, a temple, a missionary training facility, and a Holy Site.) If someone where to take a little time, each religion could easily have some special buildings, units, and promotions... and if these things can't be worked out... why keep it. I love the complexity of this mod, but some of these religions seem like meaningless fluff to give a player who failed to make it to the religious tree before the middle ages a reason to have a holy city.
For example, Jainism. This could easily be fixed by adding a few buildings and a unit. They should have high +

War penalties as one of the main values of Jainism is
Ahimsa or non-violence. +

should feature heavily as well as they also value the seeking of knowledge. The principles of
Satya (Truthfulness) and
Asteya (Non-stealing) would indicate a penalty to Espionage and a reduction of crime.
The protection of all living things and the cultural tendency towards self-control and abstinence could be easily reflected by a civilian (guard) unit or a promotion available after Combat I that reduces both crime and disease.
These ideas came from quickly glancing through the Jainism wikipedia article.
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Next topic. I'm pretty sure that I understand the reasoning of separating the religions from the regular technologies. However, if you're playing with the game option that prevents founding multiple religions, this technologies reduce your G.Priests to near uselessness (except being settled in a city as at G.Priest specialist) very quickly. It's especially bad as at one point during the middle ages I spent a significant amount of time researching through the various religions to gain no benefit besides being able to use my G.Priests to pop for other techs.
I'm not sure exactly how to do it, but it'd be great if having that game option on caused the various religion techs to prevent the research of other religious technologies. (For example if I have researched Buddhism, it would block Hinduism, Islam, Christianity, Naghulism, Scientology, etc.)
(This would also make the 'Choose religions' option more awesome as well.)
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This is a request for information:
Can someone explain the mechanics of the Crime property? (or link me to a thread where it has already been explained?) I get the basics of some buildings adding crime and others reducing it, but the passive growth of crime escapes my understanding. Also, the Police promotions do not seem to be working the way they appear to be intended. After several games, I've ceased to promote guard units past the Police I that they come with because the crime rate does not drop more than the -5 from that promotion + the unit's basic crime reduction (-5/-10/-15,etc)
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(Yes, this is my first forum post on Civfanatics. The sheer awesome factor of C2C was enough for me to make an account to be able to communicate with the team. I've done some work on the FFH2 Modmod Master of Mana (MoM) found at MasterofMana.com, but haven't tried to tweak anything in C2C yet.... YET.)