The age mechanic would be a great gameplay element, if it wouldn't be, as the quote says, a sledgehammer, but a well thought out idea. I like the game, have almost 300 hours sank in, and I still shake my head thinking about it. So by now, I can easily win the ages with 1-2 points at least in every legacy path and, 2-4 golden ages. If I'm doing so well, why is there a crisis incoming? The achievements in the legacy paths should negate a portion of the negative effects, so much so, that if you get 4 golden ages by the end, they negate it completely. I started 2 games at the very start of the early access, and when both times my empire started to disintegrate from the excessive conquering, I just disabled the whole crisis system, and refused to enable it. And of course, if my civ is in triple/quadruple golden age, the player should have the option to carry on the civ, maybe have new buildings that replace older ones with current age specials, maybe form new quarters from them, same improvements with better yields and graphics, new units in the same unit type, etc. May have been a greater undertaking, but getting an antiquity age civ in a single DLC would warrant a greater perceived value, hence less dissatisfaction. (And dropping the civ change would also be bad, if you are in at least two dark ages, the player lock-out from civ carry on would be warranted.)
Also, the narrative events ignore the playstyle quite heavily - if I'm all about war and plundering, surely that should warrant new and unique social policies, that can negate the negatives (getting happiness in core cities and/or towns, getting more settlement limit, snatching up the unique social policies of the conquered nation, etc.). In the same vein, maintaining a small nation with science focus could lead to better units with greater strengths, special isolationist policies; or greater/special trade bonuses if that small nation is all about trade and good relationships. My mind starts racing when I think about all of the missed opportunities. Narrative events shouldn't be just the same random stuff that pops up every game, but things that fit into the players unique narrative, enhances it, and maybe tells a meta story that continues through the ages. Something that was in Alpha Centaury.
The whole game is like Cyberpunk 2077 or Anthem, very undercooked on release (probably because last minute course corrections - I don't think that with this much time the team had since VI on their hand, they couldn't make a significantly better product), and need an extra 3 year of development to arrive to a good state. Not sure the devs have the time and goodwill CD Project had and may go down on the Bioware road...