The whole concept of diplomacy in BERT is great, however we'll most likely have to mod it ourselves for it to be useful or even sane. For now, it's simply silly.
There are some things that can never be accomplished. You can never have an army "offensive" or "experienced" enough for some leaders. I was completing domination victory but I was still getting notes that "why am I building so many troops if I'm not using them"?
At the same time, you cannot disappoint anyone with your espionage if you have at least one active agent. If a leader favors espionage and you have a spy, you're good with him (I'm looking at you, Jackie Chan!). Same goes for trade routes. I think they'll even compliment you for international trade routes if these are trade routes they started themselves.
A note about wonders. I've already seen several times that people propose it as a way of increasing respect. It's not that simple. Soon-to-be-hostile leaders will mock your wonders and decrease respect. Only those in favorable or at least neutral (all informal) attitude will be pleased with your wonders. This is actually the only sane aspect of the new diplomacy system.
One of this forum's users suggested in some other thread an interesting system of rivalry. When you compete over terrain, AI gets immediately hostile. Unfortunately, this doesn't work on any other fields. I'd love to see increasing penalties for different affinities, nearby satellites, air force in range of rival's cities, high utilization of strategic resources AI might want for themselves, use of stations near AI et cetera. We don't even get any real penalties for expeditions or claiming land near enemies.
This could be amended in 2 strokes:
1) Compare your achievements with AI's agenda as it happens now with wonders. Respect would work rather as "recognition/awe" and would be earned by things that are not a direct threat to a given AI, like settling a lot of land far away from them, butchering aliens if they hate them as well, fighting a common enemy or having good health. AIs would differ not by liking certain cherry-picked factors, but rather by emphasizing some much more than others;
2) Introduce an "anger" or "vexation" factor that would decay with time and be earned (possibly continuously) by actions and states that can be a threat for a given AI, like military presence nearby, "stealing" of strategic resources, trading with or maintaining good relations with faction X, or actions and states that do not comply with an AIs "way of life", like advancing an "evil" affinity, removing miasma, having bad relations with aliens,
going for "evil" victory types etc.
"Fear", a simple measurement of military strength, could remain as it is. I'd rather remove it from plain sight, though, because it's your job to evaluate how much of a danger a faction is to you.
This change would eliminate insane wars when one small faction "attacks" some other small faction on the other side of the world just because that faction is weak and doesn't have enough satellites. There's nothing to gain in such wars and nobody sane would ever start them. At the same time, it would cause AI to be wary of its strong neighbors, and actively oppose those who are going for one of possible victories. Now AI simply ignores the fact that you are playing a 20-30 turns waiting game of stuffing your Emancipation Gate or growing a Mindflower.
I'm really tired with AIs DOWing me for no reason in early game and then doing nothing about it for 100 more turns...
EDIT:
Yeah, because when Nikita Khrushchev decided to deploy nukes on Cuba, Kennedy was so awestruck, he sent navy so his sailors could better admire the accomplishments

Exchange of fancy gifts and pleasantries ensued
My point is that "respect" in its current form is silly and has nothing to do with what a sane real person could think/do.