Standard Immortal Portugal Communitas_79 (no rifts, so all landmasses connected by coast). DV on Turn 377.
This was a really good test for me of the new mechanics. I had some wonderfully intense late game wars (where you lose 8 units a turn and ask for more), and used every single unit in the book except for GDRs. I had an over 100 supply army, which I cannot remember the last time I got so high (I know to the warmongers thats probably piddly but for this peacenik it was a lot!

I did use the new hotfixes in the middle of this game.
Also one funny note, so with Spain and Inca as my neighbor, I knew that I was in for a lot of religious pressure. So I went Pagodas and Syncretism (aka if you can't beat em, join em). This turned out to be very useful, as I got 5 religions in all of my cities by the late game. However, because I wasn't paying attention, I actually went completely cosmopolitan, and lost religion in ALL of my cities! This meant I lost my religion bonuses, and lost the ability to buy GP in the late game (OOPS!!!). And because I had no cities to make missionaries with, I couldn't respread. I still won even with that, but that was a funny gotcha.
My notes:
Difficulty
Ultimately I did not get to benefit from the expansion hotfixes until the mid game when most expansion was done. Ultimately this felt like an Emperor game from the economic side, I was in the driver seat so hard for most of the game it was one of those "yawn, hit next turn"... which never happens to me on Immortal. However, in Atomic Era Sweden came screaming from behind, managed to take over 20 cities, and suddenly had science parity with me. Whoa a challenge! Ethiopia also managed to come back from behind and hit parity with me a little later.
Ultimately while I had the war advantage I was never taken over Economically and secured the win. This behavior I've noticed a few times, and it might be time to increase the B value and lower the C one. The AI definitely can ramp it up in the very late game, but sometimes seems a bit too easy in the mid game....which could cause players to quit prematurely. So an adjustment to better match the player may be useful.
Policies
I will say the new Equality feels solid. You get it, and it just works. I'll admit I was expanding quickly and was even tempted to take it 5th to fix my happiness problem at that time. I didn't, but I was tempted, which never happened before

The statecraft nerfs I didn't really notice, but with such a conquest heavy game it may have been overwritten by that.
Deal AI
I will give specific examples in the thread. In general Dealmaking definitely felt more "dynamic". AIs were coming to me with interesting deals that I had never seen before. I also saw more defensive pact and vote offerings than I normally get. I do think the early values for lux and strategics are "mostly right", every so often I get a deal out of left field that is better than it should be, but the baseline seems good.
New Subs
In general, I like the new paradigm. Subs were pretty useful overall. I intentionally tried to build a large sub fleet and see if I could exploit the AI with kiting techniques.... and it never worked. The AI always seemed to be able to find my subs and eventually take them out if they were not escorted, even without the "see subs" promotion. However, the real change is that my subs can actually hurt destroyers now, and don't crumple when they were hit. As a result, I found subs were a solid addition to my navy, but not too dominant. Melee ships are still very important, and ranged naval still does decent damage to navy but importantly helps me control the land.
Logistic Change
I like it. It means now that normally I am not getting logistics until the Battleship era, which seems appropriate as the pinnacle of the ranged naval era. Indomitable I admit is a promotion I had not used too much beforehand, and now being "forced" to use it to get logistics, I find its a pretty solid promotion on its own. What this also meant is that I didn't bother to go for logistics with my later ranged units, as I knew I would never get to it. Instead the new units would go for splash damage or other promotions, while my old guard got to logistics.
Air Power
I got to see a lot of aircraft used in this game, both from myself and from Sweden. I also got to see a lot of fighters in action this game, so a few notes:
1) I got to use the Air Sweep splash damage a lot this game, and the numbers felt "right". It took a good number of sweeps before I was killing planes, but once I did I was wrecking them in short order. That said, I did find Ace Pilot III weak compared to Air Superiority II. For my sweepers, I would go Ace Pilot II -> AS II, and then pick up AP III as my 4th promotion. I would much rather do a lot more damage to enemy planes on my sweeps (and take less damage in return) than deal more splash damage. In general, the splash damage was enough once I had cleared the skies.
2) Fighters are killing full HP Heavy Bombers on Intercept...which I think is too high.
3) Mobile Sams can do ~80 damage to an AP III Jet Fighter doing a sweep.... which seems much too high considering I don't get to do any damage back.
4) I'll repeat some feedback I've noted before, Military Bases add way too much Air Defense. While I still like planes for killing units, bombing cities is worthless when your taking 40 damage every time you do it...and that is once you have dealt with all the interception.
5) I have seen concerns from people that Air power is too "weak". Just to highlight, here is a screenshot of my last great battle terrain. It was messy, even with hordes of Modern Armor, Mech Infantry, some Rocket Artillery, and lots of Xcoms as fillers, this was a messy bloody battleground. I found Aircraft useful to take out rocket artillery in the back as well as roaming helicopters gunships. I think it would have been worse without Aircraft.
In general I agree that I don't go planes first when I'm on offense, I need my army first as it is overall stronger. But once I have the army that is covering my main ground, aircraft is the best way to add in additional strength. No matter how many units you have, you can only put so many of them on a patch of ground, whereas Aircraft I can hit a square over and over until its dead. Further, once you control for interception, Planes are invincible, meanwhile I was losing 6 units a turn to the death fleet from Sweden...just because of the amount of units coming from both sides. So I do think airpower is useful, that said I do think some adjustments (which I noted above) are still warranted to make aircraft a bit more viable.