Hopping into here to offer a few more thoughts on civics, some of which echoes above discussions. A general theme throughout this is that I have a decent number of thoughts on how effects of a civic feel to use and also how objectively valuable they are to achieving UHVs.
Government
On late game civics here, I find Democracy extremely meh. Its bonus just sort of exists and while probably very strong, it doesn't feel very noticeable. I also find Great People a very binary thing in this mod. Either you really need them for certain purposes (and in those cases, specific Great People for specific reasons), or they just ... exist. A lot of the times running Democracy lands me in the latter camp. The high maintenance cost on the civic also hurts vis-a-vis State Party's medium. I also note that by the point in the game you're running this civic, earning Great People moves heavily towards the 'passive' end of the gameplay loop, so Democracy's bonus becomes even less visible. In distinct contrast, State Party is absolutely and utterly broken for any civ that needs to expand, which in the late game civs, is most of them. If it wasn't for the fact that it feels so insultingly unthematic to run this stuff on many civs, I'd run this every time without a doubt.
For the early game civics (less Republic, which is too distinct to really comment on generally), Despotism is strong with clear weaknesses. I generally think it doesn't crowd out the other options here for long term use, despite how useful whipping is. On Monarchy, I'm going to divert from some of the other thoughts on this civic to note that I view this as very useful. Core population is one of the biggest things in DOC and this provides a good way to indirectly convert hammers into temporary and flexible happiness. The civic stability combinations, its modest maintenance, and the fact it never 'obsoletes' also helps with game flow. Lastly, for Elective I'm going to echo 1SDAN here and note that I really enjoy this civic as is. The Palace thing is purely thematic and I view it as just an add-on. The Barrack/Stables extra production is very strong and Elective is also the only not!late game Government civic that provides a direct economic benefit. With the current map, Pasture/Camp resources are generally a large part of the worked tiles for many civs so the specific bonus there is noticeable, and the unimproved tile thing also helps while the worker engine builds. And on that point ...
Society
Manoralism: I'm going to buck the trend here and say that I find the 50% Worker production boost very, very appealing. It is a very noticeable bonus which triggers the dopamine, and I find it just accelerates the early engine so much for two reasons: (1) obviously, you get more Workers out faster so you can improve tiles faster; and (2) it gets your cities out of using Food for producing the Workers faster, so they can start actually growing again. I also find having more Workers way more useful than Workers working faster, because you just have more options (you can combine two Workers to replicate the bonus from Caste System (math may not check out) on one tile, or split them to improve two different tiles at the same time). And on that point ...
Caste System: I find this civic very underwhelming and the +1 Food on Plantations honestly makes me feel punished when I switch out of it, if the food is necessary to maintain certain population sizes on core cities. I also think it doesn't help that most civs that run this (due to starting with it) are in Indochina which is carpeted with Rainforests and Jungles, so the improvement speed is already slowed. Yes, I get that it's a benefit because you're less slowed, but the result is that half of the civic's bonus feels less impactful. The high maintenance cost also hurts.
Slavery: I find this civic not particularly useful and generally prefer Manoralism. I find capturing (and escorting) Workers unreliable versus Manoralism's production speed bonus, and in many of the places that benefit from the Mine/Quarry bonus there are also (currently) Pastures, Farms, or Orchards that benefit from Manoralism. This will only increase with the new map's introduction of more Farm and Orchard resources in Africa and the Middle East (aka the places that would 'historically' run Slavery for long times). Interestingly, the one civ I would actually use this on (early) is Persia, and they don't start with Slavery and have a thematic reason not to use it. In general, I'd say the civic has a use case for civs that want to (and have the means to) expand early and conquer cities for better chances of obtaining camped Workers there (this is Persia, Arabia, and Turkey, basically). Most other conquering civs have a 'ramp up' period where they will be at peace and will build their Workers instead. If the civic could use a buff, maybe it could get some sort of bonus where you guarantee obtaining Workers on capturing a city (say, 1 Worker per 5 population in the city, rounded down to a minimum of 1).
Egalitarianism: Echoing the thoughts from a few others that the move of this civic to Civil Rights is very noticeable and painful. A lot of civs that like this civic have difficulties getting to Civil Rights in a timely fashion (e.g. Argentina, Japan), and before then they're stuck with subpar options as a result.
Legitimacy
Centralism must be the most useless civic in the game after Public Welfare. It comes too late in the game and I can really only see the Netherlands using this. For everyone else who historically would consider it (France, Turkey, Byzantium, China, etc.) other options are better and provide more decentralized benefits (and in DOC, even more so on the new map, civs generally can and should have multiple good cities in their gameplans). I also think it doesn't help that I find many of the 'capital-centric' civs don't actually currently have a capital with strong Production capacity. This 1000% needs a buff.
I do actually think that Meritocracy is quite good and the real bonus is the -%XP for unit promotions. It was very very noticeable and helpful the last time I did an Ottoman playthrough and the Specialist + Windmill/Watermill effect helps counterbalance the loss of Farm hammers on Vassalage.
Vassalage is strong. It could probably lose the happiness effect.
Economy
Aside Public Welfare, every civic here is well-designed and has a clear role in mind. There are also generally good 'default' options available at all stages of the game.
Religion
Tolerance exists and is helpful for Culture UHVs. It is helpful for maintaining religion diplo bonuses. Everything else here is fine.
Territory
This column is one where being able to revert to default would be nice. All three of the early to mid-game options (Conquest, Tributaries, and Isolationalism) have clear downsides to them (Conquest has huge maintenance costs and render Cottages unusable; Tributaries' food production bonus means cities don't grow, which hurts in maintaining a healthy core population; and Isolationalism can tank your economy) and you're stuck with them. The later options are good though.