For me, the game seems to bog down a little in micromanagement, in the Medieval - Industrial Eras. I want sweeping actions to matter a little more. I love the fine-tune details, I just would like some more low-mid level macro movement in addition; Maybe city / regional tactics? I'm not solely interesting a linear war or city management either. I like implications of applied concepts. The classic era works the best because it is so dynamic, and choices have a serious effect on the success of your civilization. It's not just build a unit for war, or build a building for city improvement.
I like the idea of the re-worked governor, but I'm not sure it would bridge that feeling between city management and country management. Maybe more variety in worker improvements? Maybe Localized (or regional) terrain effects like pollution, crime around cities (not just in them), disasters like in SimCity, and meaningful events tied to choices and behavior. Policies (in civ v) didn't cut it, but even though they bridged a little they seemed artificial, cartoony, and simplified. Not sure what I'm looking for yet, but I hope that it helps the modders find areas for improvement.
I definitely don't want a simplified Civ5 feel, I want more of an exploration, mercantile, colonization race feel, broad / epic, where choices matter a little more than just adding another incremental building or unit. Diplomacy, trade, religion, exploration, crime, flammability, resources, law, culture, etc. are worth exploring more. Maybe slow diffusion and influence between regional cities could give them greater color and depth.
I like the buildings and the details, I just want broader country/regional strategy/consequences to stand out a little more.
Maybe it could be spiced up a bit to not get lost in another era or detail; slight flavor or emotion could help address potential boredom, without overshadowing or ignoring the working tweak-able details.
Unless they improve gameplay, please don't remove features. The depth of detail is what keeps C2C a living world, working behind the scenes to flavor the environment. Patterns of unseen dynamic modeling behavior can make the game breathe and come alive.
I am looking forward to the continued tweaking of each era to more fun and depth, and of course the soon-to-be C2C love for the Modern - Future eras.