Bugs not reported on Github will likely not be addressed.
What about suggestions? One big suggestion from me would be more World Congress proposals. It always boils down to sanctioning the big civs, then sphere of influencing everything and decolonizing everything. Can't we have more proposals that actually are
situational? Something like "Mountain travel" that will help me win against a civ that is surrounded by mountains and vice versa, or "Repair project", where a civ gets all their tiles repaired, "Closed waters" where nobody is allowed to access ocean tiles until the proposal is repealed, interesting stuff like that that make me consider more than just the obvious.
As far as I can see there are zero mods that do this as well.
The other thing is AI diplomacy, it sucks that I constantly have to keep track if my denouncement of certain far-away civs is still active, because otherwise my neighbor flips and is suddenly hostile, mentions I'm a "bully" even though I've never done anything like that (even though our only red relationship is coveting lands and divergent social policies and while the transparent diplomacy says it's only 12 points in the red, while us fighting together in a war and supporting world congress votes account for +120) and so I have to reload a turn back, denounce someone he hates, and we're all hunky dory again!
Another huge thing we need is the ability of joining wars. It happens that a weak player and a very strong player are fighting, and I want to join the war and save the weak, but I'd have to enter the weak players' lands (it's almost impossible otherwise). As long as the losing players' war score is low enough, even if they hate me or are sanctioned, they should allow me to enter their lands to intervene against the strong player if they believe my military is strong enough. Like a temporary alliance!
A huge quality of life change, but I suppose this would be hard to implement, is recommendations for pantheon and religion beliefs so I don't have to read through all of them necessarily. It can happen that one belief is just incredible good and I don't notice it. But then again by now I've memorized them all so it doesn't really matter.
More land customization. If you're behind and want to catch up it might be good to beeline for certain techs. Say I'm doing a one-city-challenge. I built all buildings. My only options are food focus with farming production, which only gives me a citizen every 15 turns (my city has 64 citizens), not worth it, public works is also maxed out efficiency. I can do research focus with research production, this gives me only 5% faster research time, not worth it. The only useful production is war units, and I don't want to play war since this would give more cities. I think a great option would be if I could produce either a very expensive unit, or very expensive building which can one-use change a water tile into land, so I have more space for great people improvements for example. Or maybe some way to increase the city to 4 tiles range?
Tech purchase indicators. Next to each civ on the bar on the right you can see which luxuries they offer and you have excess of. What if you could show symbols for techs you can sell or buy as well? I find myself having to go through every civ every turn and check their technology tab and that's just painful for my wrists.
Another issue I found is a spy being able to constantly sabotage your capital's building project (by the way it seems other players' spies only target your capital for some reason) This means that if you're building a constabulary that's done in 7 turns and it keep getting delayed back to 7 when it almost hits 2 turns. Declaring war against the spy's owner doesn't do anything, putting one of my spies in the city doesn't do anything, I'm just stuck, which is a softlock especially in one-city games.
The final and most critical thing is how the AI is broken on maps with lots of water. I love playing on archipelago maps but the ai is constantly randomly declaring war and not showing up at all. The same goes for land maps with city-states inbetween. The ai does not even try to do anything most of the time, while attacking can sometimes be a major pain. I've had a scenario where I had 21 stealth bombers and 7 tanks lose against an AI with field guns and great war infantry that kept re-appearing out of nowhere. I'd clear about 4-6 units each turn and they'd all get refilled constantly for 18 turns straight.