@kosak: Firstly, welcome to cfc!
As it happens, I checked both here and over on the 2K forum, just to see if there was anything further on your point – because, speaking as a gamer who enjoys building infrastructure, I was thinking of a not entirely unrelated issue: tile yields and hammer availability. After all, it occurs to me that Firaxis can add as many new buildings and wonders in this patch as they like – but if they don’t give the gamer the ability to access sufficient gold and / or hammers (perhaps varying by game level) to construct them, their addition strikes me as rather valueless.
At the moment however, I can’t see any mention of changes to tile yields in the patch notes. (If I’ve got that wrong, I’d be grateful if someone can point out the change that Firaxis has mentioned. Thanks.
) That said, 2K Greg has mentioned that more changes may yet be added to the list before the patch is released.
From a builder’s perspective meanwhile, I did notice the change made to the amount of food needed to grow at larger city sizes – and will be watching to see at what city size these changes take place. Maybe this will help to increase hammer availability...perhaps Firaxis will also add a food storage building (available before the hospital) to help kick start city growth. Here's hoping!
Back to your issue meanwhile kosak, I agree 100% with your point re: how tile yields previously served to impact city location. Indeed, it’s because of issues such as this that I’ve returned to playing Civ 4 for a while whilst Firaxis balances Civ 5. If you’re looking to play some Civ 5 in the interim however – or if Firaxis decide (mistakenly IMHO) not to adjust hex yields in this patch (perhaps because that would cause too many problems, delaying the release of the patch), you might want to try using one of the mods. Although I haven’t tried it yet, I understand that alpaca’s PlayWithMe mod available here:
http://forums.civfanatics.com/showthread.php?t=400420
has changed tile yields for exactly the reasons you mentioned.