@skodkim
Try disabling the mods and see if the loading times are the same. From what I've seen mods have relatively little effect on loading speeds... I found Civ V's loading times excessively long even without mods.
@Perkus
Good point, though one reason why the description is so short is there's a character limit on mod descriptions. I can't include all the details of every change there... but I'll put it in the readme file and see if I can cram another word or two into the description.
That's an interesting find about
Building_ResourceYieldChanges... similar to something else I discovered. Apparently,
Improvement_TechYieldChanges is similar (the +1

mines thing), doesn't update when a game is loaded. I don't want to block the mod's use in savegames entirely, but I'll put a note about this in the readme.
I like the Butcher name idea... and Bananas are somewhat rare. Here's a thought... I could move the +1

for Bananas to the improvement itself, then rename the building to Butcher. I think I'll do that, thanks for the idea.
@bobbyboy29
Improving some of the other luxury resource tiles seems like an idea I've seen in several places, you're right that a buff might be good. One reason I avoided buffing luxury resources is they're already useful for trade purposes. Here's some thoughts:
Butcher: 2

and +1

for each Cow, Deer and Sheep.
Stable: +1

+1

to Horses.
Engineering: +1

to Quarries (since mines get this).
Fertilizer: +1

to Plantations.
Gunpowder: +1

to Camps.
Alternatively, the Windmill and/or Watermill could give +1

to nearby Luxury resources (more effective processing of these resources). At the very least I'm planning on the first 3 changes.