Some minor things I've noticed while playing around a bit:
1. The Japanese Dojo doesn't provide disorder reduction like the armory it replaces.
2. The Indonesian Candi doesn't provide the foodbuff for citrus and wine.
3. The Indian War elephant doesn't seem to be buildable.
4. Barbarian brutes upgrade to swordsmen not spearmen.
5. The Austrian Coffeehouse did not get the upgrades that the windmill got and is now pretty lowtier.
6. The Babylonian Bowman is still an archer-replacement not a comp-bow replacement, meaning you can build both bowmen and comp-bowmen as Babylon. Both available at the same tech.
I completely misunderstood the Ottoman Unique building, I thought it was an armoryreplacement not arsenal

. Taking the arsenalstage into mind the building is probably too weak for how late it is available I know that your idea was for it to be useable with cannons, but since they both unluck at the same tech you're very unlikely to actually get any use of it as you usually just want to upgrade your trebuchet and attack as soon as you hit you hit the tech and attack. Not hit the tech, build a building, start building cannons from scratch. Sure it is going to help the AI and it is going to help you reinforce but it is still pretty meh unless you're planning an artillery attack, not a cannon attack.
I would suggest moving the building earlier, or changing it to a castle-replacement or something simular.
Early barbarians are way too strong, it is close to impossible stopping them from stepping inside your territory, and if they step inside your territory you lose 50 gold, making it close to impossible to save up gold for anything. and combined with the superweak cityattack and the limited range/sight on cityattacks now means you're extremely unlikely to get rid of barbarians that wander into your territory.
Suggestion would be making the early barbarians weaker, give the cityattack a huge vs barbarian bonus, making barbarians spawn later, making the barbarians unable to enter your terriory for the first X turns (what CEP did), removing the barbarian gold-loot thing, atleast for the first X turns.
To be honest, this is usually manageable, but barbarian spawnrate varies extremely much between civs, civs with tundra or desertstart is going to have a ton more barbs on them than others. I tried playing a game as Morocco, and I got 3 barbcamps around my capitol, and they just kept spamming units running into my territory and stealing my gold, I couldn't take down the camps because of slow movement in the desert adding even more frustration.
The tradition-tree seems to be close to garbage right now. The AI seems to know it aswell as I saw one of the AI constructing the hanging gardens in industrial era, on a large map.
Comparing tradition to liberty you easily see the main issue, the openers are about equal, but the libertyone scales with more cities but not really a big problem. After the opener however Liberty have two extremely good policies, one giving you 2 hammers and cheaper roads and one giving you a free worker as well as faster roads those are both fantastic, usually doubling your capitols production, and making your secondary cities get their infrastructure up way faster and also helps you build early roads to combat your constant goldloss.
Looking instead at tradition, you have two extremely bad policys in the first tier, and you are actually forced to pick both of them to move on. One of them gives you 1 gold per city plus maybe 1 extra in your capitol while the other one gives you some gold when your cities grow (clearly a lot better but still doesn't help you), and while it feels like having some extra gold would stack up and let you buy a worker or a settler, it actually never happends because of the barbarian issue mentioned earlier. All your gold earned from those two polices just drains out of your pockets because of barbarian plunder. The tier 2 policy you can grab after picking up the two gold-based policies is somewhat useful and both tier 3 polcies are fine and probably way better than the ones in liberty but at that point it is already too late.
I would rate the +2 food in all cities policy in tradition about as high as the +2 hammer policy in liberty but the difference is that in liberty you can pick it up with your second policy, while in tradition you have you spend 4 social policies to get to it.
The earlygame is way too important and you just feel like you're crippling yourself by starting tradition.
Edit: There also seems to be a bug with the AI and promising not to spy on them, I'm getting a penalty for breaking my promise even though I stopped spying on them as soon as they asked. I think it might be tied to me catching them spying and forgiving them.