Just one simple question: how many hours do you have clocked in with Civ6?
I'm not playing the intellectually rude fallacy game. I will take what I'm quoting as a non-answer.
The quality of my points above wouldn't change if I had 10 hours vs 1000 hours in the beta. If they're well-constructed, they hold. If they're not, maybe you can show why that is instead of insulting a reviewer and then quoting a post without addressing it.
Don't mind TMIT. He's always grumpy.
Hardly. The tone of my posts is reflective of the state of the games I play/enjoy. If you want to see something different, you can compare something like my post history on FTL Reddit to here or EU IV forums, or even my oldest posts here to post civ-5 release.
Poor UI is a pet peeve of my in general, and strategy games that I have played over the past 10 years have been downright awful by the standards of good games in other genres, or sadly even older strategy games.
And make no mistake, the civ 6 UI is awful, even by civ standards. Ten-ish years ago, if I wanted to queue up two units in a city, it would take me three clicks and a single button press, a ~1 second input. If I wanted to instruct that city to send the units to the front after finishing them, I could similarly do so in under a second. I could even make an interim waypoint to avoid danger, if so desired...and while doing all of this I could trivially determine both my absolute yields and net yields at a glance, in fact I could pull up a report of this information by city and sort it, even changing builds from that screen.
Civ 5 and 6 each manage to require more inputs to accomplish the same basic tasks, which is the exact opposite direction of UI focus needed when unit management necessarily takes more inputs by design. They both bar the player from easy access to basic knowledge and instead force needless computation, despite that their predecessors did not do this.
Finally, Civ 6 is a strategy game that hides its own rules (even 4 did this, though less blatantly). A title that purports strategy hiding its rules is absurd. It's okay to like a flawed title, I'm still playing this game for now, but there's no hiding from reality here.
Edit:
Stack warfare had similar tactical requirements as present in civ 6. Those that think 4 was all SoD, all the time, never got choked, forked, or caught out of position by someone who knew what they were doing. If we're going by "vs AI" standards, then civ 6 is just about murdering stuff with ranged unit focus fire or a good UU while constantly avoiding losses. This takes roughly as much actual thought process as using siege in civ 4, though of course the UI for doing it was yet again less broken in 4 (since selecting a unit in civ 6 sometimes means not selecting that unit).