And despite the high inflation of the last few years, the price for a civ remains the same as it was for VI. That matters, too.
I think the following point matters most:
For some who have posted here, the extra work that the designers put in to 7's civlets was wasted effort--in fact, positively counter-productive. They find that, since the AI are also getting bonuses in each of the three ages, everything evens out and it is as though, effectively speaking, nobody really has any bonuses to speak of. A sad irony, given that I believe as you do: that the designers really knocked themselves out to put a lot of care into their design of the civlets.
The designers were trying to do various things with ages and civ-switching (model actual history in "layers," e.g.) but one thing they were responding to was a wish on the part of players that games would be "competitive" all through (i.e. not reach a stage where the player is just tediously clicking "next turn" because the game is essentially won). I think it is only as a result of their trying what they did that some players have come to realize that the fun of a uniques in the previous games is planning the
entire game relative to them. So (from 5, which is what I play): sure Monty is going to spam Jaguar Warriors early game, but if I can survive that early rush, I'll eventually reach my Camel Archers, and
then we'll see who's boss). Before 7's design, people just thought that
was the way you strategized a Civ game: make the most of your uniques in the era that they come, and tread water during the times that your opponents are in their ascendency.
For big Civ fans once you've played some number of games, you learn the basic arc of an entire game, and you play each smaller section of the game against that arc. In my most recent game, I'm going for a culture victory. I got a religion and I picked the belief that makes Hermitage +5 tourism. I knew full well I wouldn't see any advantage from that until late game (I took note; I finally got the Hermitage built on turn 189). I made the prediction that 5 extra tourism late game would be of more advantage to me than any of the other beliefs, that would have kicked in right away from turn 60 or whatever it was when I got the religion). Anyway, you can only play that way once you have enough experience with how games in general tend to play out that you can do such long-term cost-benefit analyses. Your civ and other civs only thriving in one portion of the game (in earlier iterations) was one such long-term-strategizing that players actually didn't mind.
As a more general matter, the aspects of 7 that are
not working for many players are giving me, at least, a lot more clear and precise sense of what it was we
did enjoy in the games all along. Sometimes you can't see something sharply until you have an alternative with which to contrast it.