Plus that +2 culture per city is really only +1 culture per city once your second expo is up and you get unhealthy.
Just to clarify, the way it works is you get a -10% culture penalty for being unhealthy, but it always rounds down to nearest integer (unlike the other resources - culture is the only one using integers exclusively). You could go as high as 10 culture/turn in a city and still only lose just 1/turn from unhealth, while 11 culture/turn should lose you 2 culture/turn again. The game has a serious issue with these jump points which also permeate the Health model.
Trade routes currently get in the way of discussing balance of any other game system, including colonist loadouts. If trade routes receive the nerfhammer, Artists - whose main value lies in creating the ability to spam lots of cities to take advantage of trade routes - lose greatly in value and the other options suddenly become much more interesting. Combining both the most rare resource (culture)
and putting a health bonus on top, that's just adding insult to injury. And it speaks volumes of the state BE was released in. The Artist culture bonus can even often result in a hammer/food/whatever bonus on top since the increased culture acquisition rate means you'll be working better tiles.
The other flawed system, as discussed, is food. It is unfathomable why they
butchered the pretty good model from Civ V. This problem, once again, just reinforces trade route dominance and city spam. The odd thing is, trade routes are currently so powerful they would
still dominate if the old BNW model had been reused, so that can't be why they changed the model. Despite there being some theoretical high multiplers scattered around, BE simply doesn't have an efficient food-multiplier (or other efficient multipliers, for that matter) equivalent like the old Aqueduct. Refugees would seem like the obvious choice for the Africans in particular but they simply drown in the flood of trade routed food and the fact you need almost
12,000 food to reach city size 30.