You may have to take it a step further (regarding the "empty" Great People Points"). I think that a better idea to fix the wild card Great Spy points would be to simply delete the added Great Person Points that any building generates. Thus, the Great Wall and The Kremlin (any other buildings that inherently generate Great Spy points?) would not generate any Great Person.
I agree with purely deleting Intelligence Agencies and Security bureaus.
I also disagree about the espionage turning into culture that Firaxis put in. The 4 espionage from the palace, for instance, would be better off just deleted and NOT converted into culture.
First, I know I 'm late to this, as I haven't looked over here for a month or so.
Second, I have to preface this by saying I've never tried 'no espionage' and probably won't, but I think anything you play with here will reduce the amount of good choices in a no espionage game.
The (main) game tries to give you a variety of ways to go up the tech tree to do different things and buildings were given espionage points partly, I believe, to help balance them as worthwhile investments in relation to other buildings/techs/wonders you can choose to build or research.
I believe the designers saw this and felt that simply removing all espionage points without replacing them with anything would lead to lots of 'bad choices', both in what to tech to, and what to build. I think they switched it to culture simply because they found that less distasteful than replacing it with nothing.
I think they saw some of the problems this would cause, but didn't have the time to make a better fix.
I'm not sure anything you do here (including removing the buildings and GP points) really qualifies as a
patch; it will be a redesign. As I said, I don't anticipate playing it, but others might. You might add your intended 'fixes' here as a separate option (so a player can chose
no espionage-base version or
no espionage-Dresden's version).
Some other possible ways to 'fix' the no espionage game-
1) keep it largely the way it is, remove espionage events, and increase culture values needed to trigger border expansion & get cultural victories, so culture doesn't get out of balance.
2) rather than simply replace espionage with culture, go to each point where espionage is removed and add some value there. Find something else to get at communism. Have castles give you an extra bonus, or make them use less hammers to build. Improve nationalism slightly to make up for its espionage loss. Maybe have the Great Wall and the Kremlin do something new, like occasionally add Great General points. When you're completely removing a building, see if you can put something else at that spot at the tech tree (a building, unit, effect?). In general, try and make the 'no espionage' game as balanced as the main game trys to be.
I know, you're probably not going to do '2', because it will take a large amount of work, but '2' is the way they probably would have done it if they were given the time and told to give it their best effort.
'1' is actually a patch, since it's following their choices (changing espionage into culture was a deliberate choice), but cleaning up effects that they probably didn't have the time to test/fix.
Overriding that decision and simply removing everywhere they switched espionage to culture is actually a new mod to replace their mod, just like '2'.
I will add that not removing espionage events is almost certainly an oversight (or a problem with time).