Ah. Well, we're definitely not on the same page as far as Civ VI being "finely balanced", then.
For me, the game's predictability is its biggest problem, so it's the randomized elements that make it exciting (and I don't particularly value balance in a game like Civ anyway).
I don't think we're talking about the same thing. What you refer to as balance is usually called something like the 'fun factor'. 'Balanced' typically describes gameplay that has a certain amount of tightness, where skill or making the right decisions is the key factor in determining the outcome, which is only helped by predictability. Games like RTSes are probably the most sensitive to balance issues, so let's imagine if there's a wide variance in a Zergling's damage in Starcraft: Sometimes it barely scratches a Marine, but sometimes it kills a Marine in one hit. What would that do to the game's balance? It might be somewhat fun to a certain crowd in a single player experience, but you can bet that very few people would want to play that in multiplayer.
Now, Civ is primarily a single player game, but what is its user base like? Or, rather, who are the devs designing for? Given the sum total of the mechanics in the game, it appears the game is built for players who love to optimise. Just look at the plethora of policy cards. Heck, even 1UPT is firmly in that tradition - it's requires much more precise planning to move units with 1UPT compared to having unlimited stacks.
So, yeah, as it is, predictability, or least a large amount of it, is one of the
features of the game. After all, one of the biggest complaints from the early days was a spearman beating a tank, which is what randomness does. Should it change? Will it change? I guess it depends on the devs' future vision and maybe the market research or user feedback, if they bother with that.
That being said, have you tried increasing disaster intensity? I do prefer more predictability in a game like Civ and I don't have enough time to play a game that I think I wouldn't enjoy, so I have no idea how bad it can get. Maybe it's good enough for many of those who enjoy more unpredictability?