There are a couple things I've found that are kind of unbalanced in my opinion.
One is the Cult of the Dragon. So far the only civ besides whatever Acheron is I've seen get it are the Kuriotates because that is what their world spell does. A Wyrmhold can be built by the Sheim, Ilians, and the Lanun in addition but I have never seen the event that makes one of theirs the holy city. Maybe if you kill Acheron and get his horde or something, but Acheron never seems to spawn by the Ilians in my experience.
But if you get the Cult of the Dragon you can build Dragon Fanatics and send them to a neighboring civ. The evangelize feature lets you evangelize to units over and over. Eventually you convert all the ones that aren't immune, and those eventually become barbarians.
I have reduced neighboring civs several times to smoking nests of disruption. Once thriving civs become unruly with several barbarian cities in their territory. I saw one game recently where I converted Arthendain to the Cult.
In a past rev of the mod, I used this and managed to get Bambur to join me. That game I was Runes so I picked him up as a hero. Usually I go leaves with Kuriotates, so I don't know if that still works. I can't remember if I had Eurabates stirred from slumber in that game though.
Another thing is this whole approach to Rites of Oghma. Yesterday I played a game into the 500's. I was on a continent all alone, and wasn't about to try and cross an ocean to conquer a couple of pretty big Svart and Khazad empires.
People including me were doing that ritual right and left. Initially I tried for a Tower victory. I got three Towers (the ai doesn't seem to build them), lacking only the Creation mana needed for the Tower of Divination.
No such source was availabe to me. I was the Hippus and conquered the Luchiurp so I had the holy city for Runes, and was lucky enough to have ice mana.
If you don't have a civ with that mana (Luchiurp and Kuriotates are two), have Eurabates' bones, or a node you are sol for the Tower. Same thing goes for Ice I guess.
But if I had that, the Tower victory would have been totally trivial.
Also either I don't understand what the 5% bonus does for great person growth or it is busted.
I had 20+ spirit nodes. I had so many I got bored running around making those.
With those nodes I ran Republic and Pacifism for about 50 rounds and got maybe two sages out of it. I had decided to switch to an Altar victory, but the rounds took so long to finish I quit.
I almost never play the Sheim, or use death magic, but in a conquest game 30 or so death nodes would be unstoppable. Well any civ using death magic I guess. I know my Djinns were pretty fearsome.
Incidentally I had one mana node of each type save creation, two of some of them, 9 or so earth nodes, and 20 to 25 spirit nodes. And I had about 10 raw nodes I never turned into anything.
Almost all techs were completed except for the ones I've never found too useful like Rage.