That is the problem with playing a game with ever-changing game rules. Strategies that are essential at a certain moment can become obsolete later when the rules change. And you can get stuck in them.
For example, during the V36 development cycle, crime and education used to be very important in the prehistoric. Crime could financially cripple you. As a result, you could develop an zero-tolerance strategy with regards to crime.
Nowadays, crime is much less important in the early game. As far as I currently know, you start with only 2 crimes (murder and rape) that appear only at very high crime level, and you slowly get more crimes as you progress through the tech tree. But early game, the effects are so mild you could ignore them and get away with it.
Same for education. The really big penalties come later in the game, early game the penalties are modest and the game is quite playable and winnable if you mostly ignore education until the classical era or so. I won my last deity/nightmare game that way. The mild penalties are compensated for by the fact that you need to build far less education buildings and units. At deity/nightmare the population size is a big factor in crime and education, and use of the "avoid growth" button (bottom right on the city screen) which stops the city from getting more population, is very handy to keep crime negative and education positive later in game, without using any education units or anti-crime units (just buildings). I felt that crime and education were nicely balanced at deity/nightmare with the SVN version of a few months ago, as long as you don't let cities grow too much.
I just started a new latest-SVN game, and I noticed that the new building costs significantly changes the game. Higher cost of buildings means you get a relatively lower Return on Investment (ROI) i.e. it takes longer to get your investment back, so it is no longer a matter of just spamming all hammer buildings, then all science buildings, then all cheap money buildings, then grab the cheap food buildings to speed up growth to size 6 where new build options become available. Harder choices need to be made and other strategies that used to be non-optimal become valid.