To me the problem is not power, it's more that certain areas have been made unnecessarily complex and incompatibilities have crept up here and there. I hope some of those mistakes will vanish with patches and/or the C++ release. Stuff like having to change the .ini to get static leaderheads is just not acceptable so static leaderheads are technically feasible right now but the resulting mod would not be user-friendly at all in terms of installation.
There are also problems with maps: Map generation is now totally in lua instead of partly in xml, which means any mod adding resources now has to rewrite part of the mapscripts. Which means if you want to balance players positions but not resources, you're going to run into incompatibility issues with other mods. I'm really concerned about this one because it's a misguided implementation choice that looks like it has been criticised internally but the lead designer insisted on doing it that way no matter what he might have been told.
It's a pity because on the other hand, Firaxis tried to make mods more compatible. The whole point of having mods adding new stuff and therefore having to remove the civs you don't want for total conversions was done to help modders. (It will even help total conversion mods as modmods will be easier to do.)
There are also problems with maps: Map generation is now totally in lua instead of partly in xml, which means any mod adding resources now has to rewrite part of the mapscripts. Which means if you want to balance players positions but not resources, you're going to run into incompatibility issues with other mods. I'm really concerned about this one because it's a misguided implementation choice that looks like it has been criticised internally but the lead designer insisted on doing it that way no matter what he might have been told.
It's a pity because on the other hand, Firaxis tried to make mods more compatible. The whole point of having mods adding new stuff and therefore having to remove the civs you don't want for total conversions was done to help modders. (It will even help total conversion mods as modmods will be easier to do.)