Yes, this is another good mod that has ideas I think could make their way to the base game.
There's a tension with the late game tile improvements in that they need to have some complexity around placement to keep things interesting, but they can't have too much complexity because they come so late in the game so there's little time to play with them. I think the current balance is too far towards "simple because late game", and these improvements could use a bit more complexity. This Mod has some good examples of the type of things that could be done to increase complexity.
A bit off topic, but I also feel like the Sea Stead went in the wrong direction being an improvement not a district. I get why - it comes late, so there's precious little time to hard build it - but it just feels wrong to me the Sea Stead isn't a kind of advanced "Neighbourhood".
I used to play with this Mod, and thought players should start with a Scout. But I've really gone back on that idea now. I really like that there's a critical choice early game about whether to spend hammers on a Scout or not, and having a starting Scout just totally undercuts that.
You know what would be cool though...? GIVING THE CREE A FREE STARTING SCOUT!! I know, I know. I've banged this drum before. But seriously, I think it would be really cool to have a Civ that starts with a Scout - quite distinct. And it would be an elegant way of offsetting the additional cost of the Cree's Scout, which weirdly makes them worse at Scouting currently because it's harder for them to get out Scout out early.
Sigh.