I suck at searching. Does anyone remember if the following is a known issue?
[SNIP]
edit: srpt addressed most of this, so consider his post as the official stance, although we come to similar conclusions.
It has occasionally crashed on me once or twice, but nothing systematic. Usually a crash is connected to some kind of in-game event (like Rome's spawn in 270 BC, which used to cause severe lag thereafter, with the occasional crash due to loading times), but 195 BC doesn't ring any bells. I've played Pontus recently, and no issues. Quite strange.
1) Settlers are fairly expensive at the moment, and production is slow in many cities, especially AI-controlled cities (and for humans too!). See #2.
2) It's a delicate balancing act with production going on right now. It used to be that civs were far
too productive, although lately I admit the issue tends to be the opposite.
3) AI does not raze cities anymore, but as a player, the choice is up to you. Razing was not unheard of, but generally, as you say, it's a pretty bad idea to raze a city, especially considering most of them are pre-placed for maximum efficiency. Also, if the city isn't in your stability zone, you may choose to just leave the area barren rather than occupy it.
Oh, and Corinth and Volsinii are two cities I know were razed in or around that period, and that after the most superficial of searches!
(I don't know if the engine supports this but there should be an option to build a great project to move a city to a nearby square. You'd have two options: either pay tons to move it sooner, or designate a target square based on some village improvement and then lower the cost the more advanced the village gets. allow the village to collect resource merchant migration too and lower the cost based on that, too. (you don't have to even fiddle not having them have an effect, since they only modify city stats, and the village isn't a city until the migration finishes) )
I don't know about srpt or anyone else, but this seems unncessarily complicated, given I've essentially never had any gripes about city placement, except for maybe a population 1 or 2 city I've razed, which is not a great loss.
4) BtS's naval AI sucks very badly. A sad limitation of Civ IV
5) The caravan unit is just kind of... there at the moment. You're right to point out that it is pretty limited, because it is. A change might come at some point.
6) That sounds like more of a civ thing than an RFC thing. We've tried limiting conquest by stability zone, but it didn't work out well (see my post about the Romans suicidically throwing themselves at the walls of a city that constantly flipped to indy due to the old mechanic).
7) Not much to say about this other than agreeing that it happens, although generally they'll accept one city, and then everything will turn red. I think it's because the smaller civs see themselves having "room for more".
Barbarian aggressiveness is core to the barbarian AI. They're the kind to stupidly crash into your cities rather than wait, because of their AI personality. I've seen them do smart things, like pillage before crashing into your cities though. Play Bactria and you won't be concerned about the barbarian AI being dim

(because you'll be concerned with every improvement being sacked into ruin and even losing cities). Because of the 10-xp cap from barbarians, their "suicide into your walls" is not exploitable, however, so it could be worse. Also keep in mind that the AI has
no idea that more barbarians are going to magically appear in the steppe in a few turns due to a piece of Python code. As far as they're concerned, the barbarians currently on the maps are the only ones that ever were or will ever be, so they try to rush a city in the hopes of taking it (which they can, if they're lucky or in enough numbers).
I don't mean to sound dismissive with a point-by-point reply to your post; most of what you say is correct, if a little ambitious.