I would be interested in what other modders think of the "is less more" question.
alright R8XFT

i'll try and run down your remarks from the 1st post. now, i admit, i haven't played the latest version of your mod

so hang in there with me
i don't find having alot of techs to choose from as a detriment...in terms of complexity. if each one provides even the slightetst progression then i think it's all good.
wrt the multiple units lines, does every unit have a particular utility? it could be even the slightest of unit traits, too. i'm of the opinion that every single unit in a scenario or mod should have that "raison d'être". now, AI use of all of these units is another animal altogether. however, i think that if there's any fat at all to be cut off that it probably begins w/ the unit lines. i guess i say this mainly b/c i like to keep my in-game build queues for my stuff sort of streamlined and w/out clutter. now, it might seem like there's clutter in my stuff; but in reality, there's almost always only 1 land based offensive type unit in the build queue at once, 1 defensive one, and one w/ mediocre A/D (in the middle of the other 2). it might get overwhelming if there's, say, more than 1 or 2 offensive units in the queue simultaneously. as such this is the area where i try to simplify it for both the AI and the human player.
redundancy w/ the city imp's could also be reduced some. however, are the effects cumulative? if so, i would keep it as it builds upon itself so to speak. but if it's simply replacing another one and not offering any type of bonus on top of the older ones then i'd look to maybe streamline it some. another question: have you utlized just about all of the wonder bonuses? i often seek to "fill out" all of the wonder bonuses like +2 free techs, doubles science, increased chance of leader, etc etc.
on the whole, i think that "more" is better than "less" so long as it's laid out properly
