The early game got a bit slower because you have less Trade Routes, which translates into ~10-20 extra turns needed to win. The fact that you can set TR to "auto renew" is neat feature that saves quite a bit of time.
As for the wonder changes, I think most of them have become much weaker (and several ones seem to be bugged/non-functional). So you can now skip Gene Vault and Ectogenesis Pod (which, btw, is just 1 food per 5 pop, the tooltip is wrong).
Overall this means little change for my playstile (peaceful Harmony Affinity victory). I still use AU + Artists for rapid expansion (5 cities total), beeline Academies, spam them everywhere and then switch to grab all the Affinity techs. Only difference is that extra 10-20 turns needed to win.
Also:
Nice to see a fellow Paradoxian on the fanatics forums.
Does the Australian dude still get 4 trade routes to begin? If so, I think I will switch to him as my new leader.
He starts with 3 (1 base + 2 perk), but the extra 2 count towards the pop TR limit, so he doesn't get another one at pop 10 and 22. To unlock his 4th TR he needs 34 pop like everyone else.
So his ability is a bit stronger during the early game, African Union is (imho) still way better overall.