Definitely, any chance to simplify the mechanics should be considered.
I must clarify that some aspects are not mean to be as complex as they could seem, for example:
* Despite have population as a core mechanic the purpose is not to make the game into a management simulator. Population would be a logical way to link and interact for most of game's elements, notably justifying ideological changes. Additionally an expansive empire would need to deal with the complications of manage not only a more extense territory but also a more diverse and complex population, working as a natural way to moderate wide gameplay.
* The decision events are not supposed to be happening every turn, neither be random. These events can be showed in a list of missions with their trigger conditions, so player can work to try to achieve (or avoid) them. Of course some events (your decisions) could link to others in a natural chain of events and in their base some are random-world-generation and disaster dependant.
One of the objetives here is to have less but more significative and narratively justified ideological changes. The current civic/policies system feel really soules as a second "tech tree" to acumulate small bonus, unidirectional without real choices with pros and cons and no mechanical differences in how each ideology affects your empire.
* Simplification and "CIV-ication" are main directives that I am not sure of fully achieve but still try to. One example are the denizens classes, I ended reducing them to only 6 that are mean to cover both traditional CIV aspects and main historical groups, so Labourers are "non-specialist" that work in Food and Production, Artisans emphasized in the artistic aspect as both crafters and performancers creators of popular-identitarian culture, Clerics since religion is too relevant, Scholars for science, Merchants for economy and trade, and Warriors for most militar units.
At some point others groups like separated nobility, farmers or industrial workers were considered but for sake of simplicity those were the only groups.
By the way many tedious and redundant aspects of current civ model could be simplified like the worker, militar engineer, the many kind of artists and many others civilian units, even the whole combat system is now a annoying mess not only for realism but also gameplay and performance.