Since installing this mod, Rife has been running rather slowly for me. It could just be a coincidence but is there anyway to remove it that doesn't involve just deleting rife and installing it again?
It depends on if you made a copy of the Assets file-- if you did, just delete the current one and rename your copy "Assets". Otherwise, I'm afraid you have to reinstall the mod.

Although I'm not sure why the mod would be running unusually slowly for you, unless you mean in the "Long waits between turns" sense (in which case the Urbane/Manipulative traits are probably a large part of the problem.)
So let me get this straight, the new calabim world spell steals 3 population plus an additional 3 at feudalism and fanaticism? So 9 population every 100 turns? And you don't see anything broken with this? Large cities can often take 100 turns to build up that much population. That's like a repeatable plague. On everyone but you.. Not to mention tons of vampire munchies. The march of trees thing is insane as well. That world spell is very powerful, to be able to use it multiple times without the loss of economy is plain rediculous. There is absolutely no reason not to use that every 100 turns to utterly obliterate whoever is next to you. Nothing can stop the forest army of doom at the time you can cast it.
Yeah, my design philosophy is to start with overpowered and work backwards. The hope is that in the end, these traits will end up being as powerful as Financial is now.
You may be correct about the Calabim-- I'll tone the Feudalism and Fanaticism back to a 2 pop bonus for each, for a late game total of 7 pop. Mind that in the late game, a temporary change of 3 pop per city is of questionable value; for you, because you tend to run cities at the happy cap anyway (making it only useful for vampiric consumption). So a lot of its utility is in the hindrance it forces on your opponents. Keep in mind this has to keep up in strength with the Financial economy.
As for the March of the Trees, keep in mind that you have to be able to actually reach the enemy cities within the 5-turn time limit, which most of your treants won't be able to do (the Mobility was an oversight; it's removed in the current version.) On the other hand, I could also reduce their timer to 3 turns for Paragon leaders, rather than 5-- this should compensate for the increased move rate afforded by them keeping their forests.
Hmm... alternatively, I could make these two leaders Minor rather than Emergent. That would mean their abilities would have to account for two traits, rather than just the current 1-1.5. Thoughts?
FYI, don't even think about making the jotnar or the grigori world spells repeatable.. I will have to hunt you down and break your windows.
Yeah, I'm thinking the next one will be Illians. Enjoy that.
Ye i actually spotted the problem: the 'iNewBuilding' variable has the value of the previous iteration if it isn't overwritten by the correct value which only happens if the culture is >= 150. Should be quite easy to fix.
Eeeexcellent. That'll be fixed in the next version, as will the Botanist code (thanks for that fix, btw-- I would not have thought to look there for the problem!) Think I'll start keeping a "To Do" list in the original post.