I'm still not sure why we're trying to go with an OR or and AND system when we could go for the Opener and Finisher Wonders not on the tech tree system. Looking them up in the Civilopedia isn't that hard.
I believe it's because players are too used to a method, and this changes force to a completely different approach. Maybe, if so many players find it a different experience, this versión could be named CPP 2.0.1.
People used to check next wonders in the tech tree, so they keep doing the same thing. People used to maxim growth over other things. People used to win with only artillery and cavalry. Most complains I hear are 'I can't do things as I used to'. In fairness, most of posts are constructive criticism.
It takes time to get used to the new system.
Perhaps a comprehensive list of the changes is needed, after bugs and imbalances are solved. Not just a list of what has changed, but hints of what a new player can expect from a match. First releases of Civ V came with some online rough guides of how to play and not fail, some very basic stuff like 'get a little army to avoid every AI declare war on you' or 'your units get experience with every encounter, so you better don't let them die' or 'generals aid ground military units two hexs away, and they also can steal tiles with their special improvement: earn generals fighting often'. Then you have the magnificent zigzagzigal civs guides, from a seasoned player to initiated Civ players. In reddit, there is a review from a BNW player that has tried CPP (and convinced me this is the mod I was looking for).
First time I played CPP, I was very confused about the diplomatic units (I saw it, but not knowing what to expect, I went cultural instead). My special improvement had changed a lot, and I was able to build it sooner. I didn't know what to do with so many faith, nor how to handle happiness. Many buildings improve forest/jungles yields and that left me fully uneasy, not knowing if choping them would yield even more or less....
In BNW I had similar problems, I didn't know how good a tile was going to be. Jungles seems junk at first sight, until you fill them with trading posts, build the university and add a social policy/tech or two. You are thrown in the wild. Only experience (or opinions from experienced players on forums) saves you from mistakes like chopping all jungles, or a shy early exploration.
Now, you can play trial and error; you can install a mod (I think there is one) that let you know how good this tile (or unit, or building) can be with the correct tech, social policy or improvement; or you can use a guide. Educated decisions come from knowledge.
Note: It's too early to say if current beta plays better or worse if we play with same old tactics.