Excellent and thoughtful replies, overall!
First off, thank you for correcting old/outdated info.
As I understand it, whether "fractional research" is still an issue remains undecided so I'll hold off removing it from my OP.
Then I should say I am fully aware there's a lot of subjective feelings regarding game interfaces (and any exploits).
And yes, I have both expansions, and so patching the game only in an expansion is not a problem for me
That said, there are a few posts I need to reply to...
No longer would a player need to understand how to prioritize tile improvements or conceive of different [misnomer] economies. He would only need to pick one and poof, he's producing great people or commerce.
Well, we use calculators when learning maths nowadays. And people use computers without knowing what an operating system is. That's called progress, and I'd like it to come to Civilization too!

(And right about here it becomes important to remind you all I started my thread saying all these improvements/conveniences should ideally be optional. Default, though optional. I'm sure most of you won't ever turn back, just as most users don't long back to the days of command line interfaces and no graphical user interfaces.
But more importantly, I wish the game to use and teach the higher concepts of Civ, not only the nuts and bolts. Terms like "cottage economy" are really useful and so should be native to the interface as well, not just something you need to do manually. Just like you don't have to rearrange directory table entries when you delete a file. Just pick one and poof!
(Please don't turn this thread into one of GUI-bashing, or computer tech in general. I'm only using examples to show you - hopefully in a friendly and tongue-in-cheek way - how you make progress sound like a bad thing!

)
feel like most of what is being described as micromanagement are simply the subtleties that separate good players from mediocre ones. Civ4 is a game that rewards sound planning and the accrued benefits of many small changes and improvements.
Well, in general I agree with you, but I have tried (in my OP) to only include "features" that are not part of this category, to be frank.
Instead, I have included items which I feel could and should be handled by the computer, allowing us players to concentrate on the fun stuff instead.
With respect, if the only thing that separates a good player from a mediocre one would be the patience to make calculations the computer should have done, adjust to errors or miscalculations for optimal gain, and generally spending much more time on each turn; then I'm not sure I would like to be a good player, or indeed play the game.
Contrast this with making sound strategies, going for bold gambits, setting up the AIs against each other, etc etc which I do feel makes a good player.
Now I'm not sure about the status of the "fractional research" issue, but it is a typical example...
I cannot honestly say it's a "subtlety" if I'm feeling forced to switch science rate every few turns just because I've done my homework reading CivFanatics strategy articles. It's a manual step that's completely unnecessary and not fun at all (except, I imagine, for the one that first found the bug). If it is fixed, I am throughly glad and relieved.
Now I'm not saying you meant that issue with the text I quoted. I'm merely using it as an example, hopefully making my point come across.
And so I would be if some of the other items were fixed too.
