Standard Morocco Immortal (Standard Speed). Game End (Science Victory!) on Turn 462.
Man did this game come down to the wire! Greece got 80 techs 6 techs ahead of me, I honestly thought it was game over. He got both CERN and Hubble before me, and I had no uranium for nukes. But I got some late game GS and I decided to try and take it back in the production game. I had a pretty prod heavy group of cities, so I put ITRs and Spaceship factories on everything, combining it with the Spaceship Procurement policy. Only my capital built 2 parts, and I rushed bought one of them. And then with 5 turns left, Greece now is influential with everyone....so I was worried I could lose either way. But 5 turns later I got it done and won the game!
1) Diplomacy wise I was second place most of the game (as opposed to being the score leader like last game). Ultimately the AI was a bit kinder to me, I was only at non-stop wars with 1-2 civs instead of 6-7

I even did have a 10 turn reprieve of wars here or there (I think twice). But note my posts above, the AI seemed awfully nice to Greece considering how much stronger in culture and science he was than me.
2) The new interception rules are working well. I had a bomber heavy fleet, and the interceptions knocking out my damage (as well as doing good damage to my ships) was quite annoying, and I did invest in some fighters to soak. However, I think the stealth bomber still needs a look out, it seems like its even stronger now, not only does it get 90% evasion, but it also takes half damage from interception on the off chance it is hit. Its basically invincible.
3) I got to build one GDR this game and it came in super handy for defense. Greece brought an armada of missile cruisers, and one thing I have noticed is that bazookas don't do crap to them, and planes get intercepted. MCs are actually quite difficult to defend against, but the GDR gave me a CS 125 city that could take the pain.
4) The seesaw wars still occur with CS. Its easy to go in, liberate. The CS gets health back, and a fresh garrison each time. This may not be fixable but I note it.
5) Just noting that on Immortal I still see crazy high influence levels. 2k, 3k....I even saw a 10k at one point!!!! So the attrition mechanics aren't really working, I still have to go spheres to have stable alliances by the mid game.
6) The earlier military techs in Information are definitely noticeable, and I'm seeing more play with modern armor, xcoms, and GDR than before.
7) Powerplant wise, I can't find a reason to build the solar plant. In general the wind plant just seems to give some many more yields. The hydro now has use...though unless the river runs through the vast majority of the city wind is still better. I also think in general Wind/Hydro is better than nuclear. The specialist bonuses are nice but in a big city I still have enough tiles to get more yields through them. Though with the production bonus and GPP bonus maybe its enough...I just found with each city I thought about it, but ultimately always went wind/hydro.
8) I like the faith spread quests, but I think they need to scale more in the late game. Early game they are great, late game it takes a LOT of faith to switch one of them....often 3 missionaries worth...and the faith you receive is no compensation for that.
9) I know its already being addressed, but I also saw the power of super high bonus XP missions. I got two of them, and all of my ranged units got the range upgrade. Holy crap that is powerful, I've always had a few units with the upgrades but I have never had so many...and its astounding the power. I also got a Level 11 unit for the first time...I didn't even know level 11 was possible!
10) I think the Bazooka might need a upgrade. Right now its a hard counter to tanks, but otherwise its a pretty mediocre ranged unit for its time. In fact, its defense is actually weaker than the machine gun it replaces, because its defense bonus is weaker, and the CS aura it emanates is weaker.
11) This game I played with PADs unit tweaks, so a few notes on those for people who are interested:
a) Spearmen line gets formation I (+33% to mounted, +15% defense in open terrain). No longer gets standard +50% mounted. Honestly I liked this a lot. It created an interesting variety, I would make formation pikes for my open areas, and shock pikes for rough. This also gives your tercio/fusilier a bit more defense on the open terrain as well, which I found appealing. I never found ONLY +33% vs mounted to be too weak, nor +66% too strong.
b) Logistics Skirmisher (skirmishers gain logistics, only get 1 xp per attack, can move after attack). So I have tried this out in a couple of games. Right now, the issue is that the AI is not smart with the mechanic at all. What I found especially with light tanks is that the AI would send them right to the front and double attack....and then I would cream them. They were extremely fragile units, and didn't do enough damage to justify the loss. So balance wise their strength can be adjusted, but I am concerned about the AIs ability to handle the mechanic.