Ok everyone take a DEEP breath......... now let it out..... do it again.......
Feel Better? Good.
First let me start by saying please keep in mind that English is not Houman's and Mexico's first or even second language so what is written is sometime abit off not to mention that the written word doesn't convey the appropriate gist of the message all of the time. SO please do not take anything written here personally.
@Soviet - Actually you writing this out for us does help very much. Now with us knowing what you have done, and if everyone who had a problem would please gives us these type of details too, it makes it allot easier for us to help especially when we are not having the same problem.
@Calavente - The Aggressive trait's name has been changed to Militaristic and though it no longer gives the free combat 1 promotion to melee and gun units alone it does give 3 XP to Melee, Mounted, Gun and Armor (might be missing 1 or 2.) We felt that it wasn't the combat one that was the problem but it was that it was a free promotion so you only need a barracks and one kill to get to level which was overpowering if we gave it to all the units we wanted to. So we gave them enough XP to get the first promotion which can be anyone you want and with a barracks you get just enough to get that second promotion but you shall have to work for that third.
@Register - Yes the Redcoats and Minute replace the Musketmen unit as we felt them much better suited for those units and the Musketeers were lonely. Don't not count on anything in the Civopedia has we have not updated it to reflect all of our changes, just don't have the time for it and yes we are taking applications

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BTW we have made Longbowmen and Crossbowmen upgradeable to musketmen now while keeping most of the melee units still upgrading to Riflemen so you won't have to start from scratch with musketmen and it actually give people a reason to make archers now.
@Bosh and Crismac - Thanks Crismac for answering Bosh and we also find it it much more balanced

Bosh, this is all apart of the Open Tech trading mod that we have implemented. No more swapping techs around wholesale, When you have open borders with other Civ's you get a bonuses when researching techs they all ready have and they do so likewise with techs you know. This is a more realistic way of how people actually learn a technology. Though there are still those few gems you get from the oracle and liberalism, at least for now.
@Zoo - Yeah starting a religion can be very prosperous just look at the Roman Catholic Church

though I wouldn't say it is a must do as I usually just go out an conquer one instead. You are right that part of the problem is that no body switches away from that first religion but we are looking into modifying the + Diplomacy Cap you get with the same religion. Another part of the problem is that it doesn't seem that the AI are Beelining for those Religious Techs now that they don't start with Mysticism so hopefully we will be able to adjust the AI's personalities to compensate for that though it it not easy teaching a stone to roll over.
@Lupito41 - Those are some nice Idea though I am not sure how much of that is actually doable... you can always go post them in the sourceforge Feature Tracker and we will see what we can do as long it stays on target with our goals.