Answers are pretty easy to these actually, if depressing
1) was a horrible idea for a fix from the onset. Fixing the SoD, yes, was a good idea, but it did NOT REQUIRE 1UPT. The answer would have been fine if we still kept actual stacks, yes unlimited: fix ranged attacks and siege (note, broken just as bad or worse, siege/ranged attacking wasn't fixed at all...) keep the holistic, empire-wide warfare from previous civs, and then fix unit costs, unit upkeep and supply, etc...
Civ is not and was not meant to be a wargame - trying to make it a 1-unit-per-hex wargame also wrecked the AI (called it) and didn't even solve the problem of unit spamming or having to spend so much of gameplay time warring.
2) was not broken and shouldn't have been tried be fixed at all. Soft caps were not really a problem - so I would say the decision from the start to try to "fix" this was silly, it was meant for "new players" to "reduce micromanagement" and again doesn't really do that either, tile micromanagement and so on is still obviously around.
3) was a very minor problem and the solution was not the right solution, again. We still have logical flaws like roads not working for both sides of a war - that right there was already enough of a fix to remove roadspam using the Civ4 engine itself, because that specifically was done in mods, and worked. Related things like unit promotions were also terribly implemented in civ5 - the promotion system is worse than civ4, compounding symptoms like this one.
I have to agree with this in the sense that while JS might have had many problems in really continuing the spirit of the civ series - this isn't an accurate description. Honestly I can't understand at ALL, how anyone, anywhere, thinks civ5 is closer to civ3. Except for certain AI quirks or exploits in their attitudes/diplomacy system (which are similar to civ3 in some ways, civ4 being the exception there) pretty much every other thing about civ5 differs from civ3 incredibly. On scale/historical feel and immersion it's really more like 3, 4, 5 in order of how they are related; in other factors civ5 is very close to civ4 (tiles, resources, improvements) and in some ways more simplified/like CivRev in how it treats victories/player interaction.