I have been working on balancing two major game aspects: Buildings/Wonders and Policies (again). The buildings/wonders are fairly straight forward; I just go in, adjust the cost of the buildings, remove any ridiculous bonuses, and then add flavors to represent the changes put in. Unfortunately, I serverly underestimated how many wonders there are (and how sidetracked I can get), so it is taking way longer than I thought. I have also grudgingly added specialist back to the early game, but they are only available through Wonders pre-Renaissance. There are a few iconic buildings in Renaissance that get specialist (uni, bank, foundry, etc). I did this for two reasons: 1) using the HaveFun mod to check on my opponents, I saw that by mid-late Renaissance the ai have several cities with a lot of citizens not working the land and unable to turn into specialist, and 2) The early game is lacking Great People. To adjust for this, in addition to adding specialist to many early game wonders, I set many buildings to give 2 Great People Points towards the great person the building supports (library 2 g-scientist, temple 2 g-artist, etc).
As there will more great people, I adjusted their improvement yields to make them viable for more than bulbing a tech or finishing a wonder. I haven't settled on a number yet, but I can tell you that it will be a significant bonus, designed to make you weigh whether a big boost now is worth the long-term benifits lost. I thing I am also going to add more bonuses to the GP improvements throughout the tech tree so they remain relevant.
On the policy front, while I believe that most are viable options, I am sure there are branches that are seldom used, as well as some used every game. There are also a few that worry me balance wise. For example, Pacifism's Peace policy gives an automatic Friends bonus to every CS. I changed it to 20 influence and moved it further up the tree. In its place is the effect of CS giving GP (synergizing with what's above). Communism is also getting a pretty major overhaul, as I found myself building so fast that I ran out of buildings to produce. I dropped the production bonus to 30 from 40 and I am going to rework a lot of the "+X Production to XYZ" policies.
So yeah, that's what I have been doing. I would've released earlier but every change I make seems to illuminate another part that can be further optimized. I promise though that this is all I will do before release, as it has been a while.
Here's what you can look forward to:
-faster tech pace
-techs with accurate flavors
-balanced buildings/ wonders and their flavors
-more stable policies
-CS overhual (yes I finally got around to that. BTW, I do not recommend using CSD mod
-probably more but I forgot
As always, feedback is welcome/wanted/needed

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