I'll try to hit the OP's list of points and then some other pieces in the thread:
1) Expansion is just not as slow as you describe. You may have to make concerted efforts like getting relevant techs and social policies, focusing on farms, mines, and working forest tiles and such (throw in granaries too), but it can be done. There are fewer disadvantages to settling land now, since the primary cost is now unhappiness. I would expect worker-spam to hook-up roads and luxury to fuel further expansion. If one was desperate, early happiness buildings and warfare would also suffice.
2) The new cost for distance is road maintenance. Or lacking trade routes in the event one chooses not to build roads/harbors.
3)Realism argument: Resource distribution is naturally unequal.
Gameplay arguments: If every civ had access to all luxuries, there would be little reason to trade them. As for strategic resources, there are benefits to getting multiple sources of those resources (more units that require them, and less risk of losing supply in the event that one is attacked).
Even if an area has neither of those resources, it can still be beneficial as a production, tech, or gold city. With the flexible rush-buy system, it's not too difficult to get these cities up and running with a return for the expenses incurred.
4) Frankly, I'm not sure why you would want to play against AI that would continue pursuing heavily flawed strategies to meet some personality-type. Predictable and non-competitive AI isn't all that fun.
5) With two sets of notable exceptions, you can get most social policies (eventually, with cultural focus). So the primary thing here is which policies you get first. Policies don't become obsolete in the way techs do (although the mileage may vary depending on game situation, as always). As for not switching policies: I'd have to confirm from someone with full game about liberty,freedom/autocracy and piety/rationalsim. It would appear from the SP window that one could switch between those (with anarchy!).
6) Since beakers come from pop and coins from working terrain, switching between gold and science is as
easy
as converting from trading posts to farms (without respect to relevant SPs).
7) Mine hills, mill forests, farm/buildings/CS to cover food needs. With 1upt, you just don't need as many units. In addition, golden ages provide a massive bonus to overall production (and policies give other large bonuses). Communism in a liberated society, why not?
8) I find CSs to be a hit or miss proposition depending on game situation and playstyle. On the one hand, the bonuses can be hard to pass up (lots of culture and food, or unit generation), but there's a significant early game investment for bringing them into the fold, when one could be conquering and/or expanding one's own territory.
9) Three examples:
-Stone Henge: massive culture bonus early in the game, you will benefit from extra SPs early on
-Angkor Wat: build less culture buildings, and yet pay less or no gold for land (75% reduction in culture expansion cost)
-Great Wall: slows pillaging, makes infantry cannon fodder, strains cavalry-> Yes, please.
10) I do miss religion somewhat , but as it allowed some significant diplo-gaming, it's not a completely bad thing that it's gone.