I'd like to do a few more Great Person shifts to help balance out the trick counts between techs. I think 4-5 tricks per technology is the sweet spot where it feels like getting a tech is a real achievement. 6 or more tricks is the top 20% of all techs, and I'd like to bring them down if it's plausible. Some techs are always going to have more tricks; Masonry is going to be required for a lot of Wonders because it represents a civilization's ability to build ANYTHING large, while Fusion is going to be a requirement for all the Fusion ships as well as Fusion Power Plant/Power Receiver. Great Person shifts are really easy to do and would help balance things.
Great Spy: Optics to Cartography
Optics has a trick count of 7.5. It has a Great Spy, Caravels, Marco Polo's Embassy, Glassblowers' Guild, Whaling Boats, +1 sight over water, Sentry I promotion, and the later units Brigantine and Sloop (both require Metallurgy which is Renaissance Era but not on Optics' path). This is a lot for any one tech. Cartography only has Map Centering, Map Trading, which is only with other civilizations that have Cartography, and the "Fast Move Peaks" ability, which is so unlikely to make a difference in actual gameplay that I'm just going to cut it completely. That reduces Cartography to 2 tricks and I think the Great Spy would really help it out.
Great Spy: Communism to Guerrilla Warfare
Communism has a trick count of 6, since it has Planned/Planning Office, Intelligence Agency, Kremlin, and Permanent Alliances plus the Great Spy. Guerrilla Warfare is a tough tech to find things for; I'm fairly sure old versions of RoM had Guerrilla units here, but Hidden Nationality is so problematic that I don't want to go back down that route. I specifically created the National Redoubt to keep GW viable. If GW is not going to feel tacked on, it needs more help.
Great Diplomat: Imperialism to Propaganda
Imperialism started out with just two Wonder tricks in Crystal Palace and Reichstag. Since I added it, we have done a lot more with it; giving it the Redevelopment civic, Safari Hunters, and a Great Diplomat. That gives it a current count of 6. Propaganda has a trick count of 3 (Advertising Agency, Propaganda Net, Cult of Personality) and I think it could benefit more from having the Diplomat.