Okay, here are some thoughts. The whole list is posted first, with footnotes marked at the end.
Ancestor Worship
+1 Faith for every 3 Citizens in a city; +2 Culture from Libraries. (1)
Earth Mother
+1 Faith and +1 Food from Mines on improved resources; +1 Faith and +2 Gold from Forges. (2)
God of Commerce
+1 Faith for every 20 Gold produced by owned cities; +1 Faith and +1 Gold in every city, and +2 Gold in Cities with a City Connection. (3)
God of Craftsmen
+1 Faith and +1 Gold from Quarries; +1 Faith and +3 Food from Stone Works, +2 Production in cities with a Specialist, and +1 Faith from Temples. (4)
God of All Creation
+1 Faith, +2 Culture, and +3 Happiness in the Capital; +1 Faith, +2 Culture, and +1 additional Happiness for each Era reached (including the first). (5)
God of the Expanse
+25% faster border growth, +1 Faith and +1 Culture from Monuments, and gain 30 Faith every time a city expands its borders. Bonus scales with Gamespeed. (6)
God of the Open Sky
+1 Faith, +1 Culture, and +1 Gold from Pastures. (7)
God of the Sea
+1 Faith and +1 Production from Fishing Boats and Atolls; +3 Food in coastal Cities, and +3 Faith from the National Monument. (8)
God of the Stars and Sky
+1 Faith from all Tundra tiles; +2 Food, +1 Production, and +1 Culture from Tundra tiles with improved resources. (9)
God of War
Gain Faith if you win a battle (Amount either unchanged or reduced up to 5% - and could the percentile be displayed in the description?). +5 Culture from the Heroic Epic. (10)
God-King
+1 Culture, +1 Gold, and +1 Science for every 6 Followers in a city; +25 Culture, +25 Gold, and +25 Science each time your borders expand - bonus scales with Era. (11)
Goddess of Beauty
+2 Faith, +2 Culture, and +2 Gold from World Wonders. +15% Production of Pre-Renaissance Wonders. (12)
Goddess of Fertility
+1 Food and +1 Faith from Shrines, Wells, Water Mills, and Aqueducts. 15% faster Growth Rate. (13)
Goddess of Festivals
+1 Faith, +1 Culture and +1 Gold for every unique Luxury Resource you control; +1 Faith, +1 Culture, and +1 Gold for Caravansaries. (14)
Goddess of Love
10% of Food is carried over whenever a Citizen is born; Gain 25 Faith and 15 Golden Age Points every time a Citizen is born. Bonus scales with Era and Gamespeed. (15)
Goddess of Nature
Natural Wonders gain +2 Faith, +2 Culture, and +1 Science; +1 Faith and +1 Culture for every 4 Mountains within 3 tiles of a City. (16)
Goddess of Protection
+50% damage from Cities and +10 HP (or +15) healed per turn in friendly territory; +1 Faith and +1 Culture from Palace, Councils, Walls, and Barracks. (17)
Goddess of Purity
+1 Faith and +1 Food from Oases, Lakes, and Marshes; +1 Happiness from Cities on rivers, and +2 Faith from Baths. (18)
Goddess of Renewal
+1 Faith and +1 Culture for every Jungle or Forest tile worked without a resource; +1 Science and +1 Faith from Herbalists. (19)
Goddess of Springtime
Thought 1: Merger with Goddess of Festivals - the Luxury Resources provide the Faith, and the Plantations provide other bonuses.
Thought 2: +2 Faith from Markets; +2 Culture and +1 Gold from Plantations. (20)
Goddess of the Hunt
+1 Faith, +1 Food, and +1 Culture from Camps. +3 Faith and +3 Gold from Circus Maximus. (21)
Goddess of Wisdom
+1 Faith for every 10 Science per turn. +1 Science and +1 Faith in every City. (22)
Spirit of the Desert
+1 Faith from all Desert tiles except Oases; +1 Food, +1 Production, +1 Culture, and +1 Gold from Desert tiles with Improved resources. (23)
God of the Sun
+1 Food and +1 Culture from Granaries; +1 Faith and +1 Culture from Farms on Wheat. (24)
(1) - As the main bonus is Faith and pretty much only Faith, we're making that stronger; but we don't want the early-game too strong, so Councils are scrapped and replaced with a Culture bonus on Libraries, which come later.
(2) - The extra Food enables the Mines to be worked and is quite strong; you'll be getting plenty of Production from them, so the Gold has been moved to the Forge, which you'll now want very much.
(3) - Instant +2 Faith for the Capital was too strong, but now the benefit is smaller but instantaneous for all cities. What is lacking in Faith from the City Connections directly will be made up by the additional Gold being produced when the City Connections are made.
(4) - Getting the Stone Works up should give you enough Food to get that Specialist a-working, and craftsmen tend to make good pottery, which is why the Food is hanging around. Craftsmen make beautiful Temples.
(5) - Has a strong start without being crazy, and isn't dependent on the map size or number of players.
(6) - Encouragement to build a Monument, which will support the ability that otherwise seems lacking. Faith bonus increased, but remember that it DOES NOT scale with Era.
(7) - The Plains/Grassland bonus is too weird and impossible to balance. The alternative I offer is strong, but has its limits in the long run. At the worst, just flame me and suggest something else.
(8) - The National Monument adds a small "scaling" effect so that this can keep up a little better with Pantheons that have growing Faith over time.
(9) - Solves the Food issue, maintains Production and Culture, and enables Faith to be gathered from additional sources with time.
(10) - +50% city damage is unneeded here as this Pantheon is plenty powerful, but could use some alternative yields - but not right away. Hence the Heroic Epic provides a unique but singular bonus.
(11) - It could just stay at what it was previously, but as this Pantheon is otherwise so odd and depends on other-Faith support anyways, it would be fun to make it a non-Faith Pantheon with super yields.
(12) - +3 Faith is too strong for a starter, and the Pantheon otherwise lacked meaningful yields. Gold could be dropped to only 1, though.
(13) - Added Water Mills so that River cities aren't left out of the loop, and Aqueducts provide a little "scaler" to keep up with other Pantheons that create more Faith as time goes on.
(14) - Keeping it good early-on, but with a building that keeps it strong later on and seems appropriate for the theme.
(15) - I admit - this is a guesstimate of usefulness.
(16) - Natural Wonder bonus offered too much Faith (one point replaced with a Science), and Mountains were insane.
(17) - Damage from cities moved from God of War, which didn't need it. Councils offers early Faith that can be meaningful, since Barracks are a bit far off, and Walls aren't exactly the most useful buildings in the world at turn 40, and these are all buildings you need to build somehow. In the long run, it can keep up with other Pantheons for the most part in Faith and Culture, though.
(18) - The extra Faith on Baths will help this Pantheon to keep up in Faith as the game goes on - otherwise, a solid Pantheon.
(19) - Don't know if this is too strong or not, but Moi Magnus' suggestion seems pretty cool to me.
(20) - Too many tech issues with this Pantheon to leave it as it is originally; needs modification somehow.
(21) - Offers a scaler for a National Wonder that helps it keep up later in the game.
(22) - No changes.
(23) - Offering less of the best yields than the Tundra one as Tundra needs more help, and all Desert tiles except Oases helps to control the Faith yields, as Deserts tend to have better resources than Tundra generally.
(24) - Shuffled some of the yields around so that a strong Wheat start doesn't become insanely powerful.