I don't agree with the hut assesment, huts are always of value, its just the value is reduced as the difficulty goes up. I still have no problem trading a few warriors for a free tech. I'm not one to ignore huts and let the expansionist civs get them either.
Also the threat of barbs is minimal, as always. There are acceptable loses, this is mainly workers and improvements. I would never let them sack an important city and destroy a lot of shields, and usually they don't take much gold if you don't have it, so its possible to be wary and ignore barb defense. But in all diety games I doubt this will be much of a problem, the problem will be the civs who have production benefits and a strategy for building real units with real goals. In other words if you are playing defensive and can't stop barbs, its not likely you'll be able to stop any aggressive civs. (Except that you can't bribe barbs with tech deals and the like.) On the other hand if you are the aggressor, then barbs hardly stack up.
I'm undecided whether I am going to play the Predator class, it sounds fun, but I usually get annoyed when the computer opponents gets too many cheating advantages. However, I suspect that cracker's goals are to make for a better challenge in a raw strategic sense, not in the sheer production numbers advantage that is the bulk of the current diety difference. That is, things along the lines of the benefit Rome got last game, and the macer units in gotm18.