Love the Previous Route button. This is absolutely fantastic. It really makes life so much easier. My personal wish for even more improvement:
1. A hot key? Like 'R' for Repeat previous route or something. I know, I'm lazy

2. Since the trade units don't have any info, why not use the empty unit panel space to show the previous route info? This way we can see at a glance whether we want to repeat the previous route, or whether we should change it due to how the yields have decayed.
Also I noticed that the "XXX finished" production notification for units will only show unit class. For example, when I build the supremacy variant of soldiers called Disciples, it still says "Soldier finished".
And I found that the game highlights the miasma tiles during trade route selection this way, in ChooseInternationalTradeRoutePopup.lua:
I'm not sure how useful that is, though. Perhaps automatically turn this on when launching Miasma Repulsor?
I do have to note that it seems to run a check through every single tile on the map. That may cause performance hogs if you use this too much?
On the other hand, this opens up a possibility. Perhaps it's possible to hook onto the start of a turn (is there's a hook for that?) and run a check through the list of units. If a unit in miasma has less than 21 health then do a notification that'll take the player to that unit. To perfect it we could make exceptions to these cases:
- unit has active order to move, i.e. it's only moving over miasma
- unit is idle, i.e. player will cycle to this unit anyway, so don't need extra notification
- player is Harmony 6 or above (although this check really should be done first before even looping through the unit list)
And lastly, some suggestions on the Covert Ops screen:
- Show current intrigue level for each target city, using the space to the right of the agent rank. This space doesn't seem to have any use. Otherwise we have to always click each agent to see intrigue levels.
- Show player's own capital intrigue level right at the top, above the "Switch Project" button. Again this is dead space that is never used.
Both these tweaks give player the same readily available info, eliminating extra clicks.
I'd honestly prefer the mod maker to keep it like how Civ V was as it was very clean and worked perfectly for me.
This mod doesn't yet make changes to graphics resources. What you want can only be achieved with extra graphics modding. Personally I find this perfectly fine as any plot that has a citizen button means there's a citizen working there. To put citizens on unworked plots, just click plots that are unworked. Pretty straight-forward.
Although I'm sure after the first patch arrives, there will be other complete city screen overhaul mods. I wouldn't even be surprised if people start doing Civ V interface ports to make CivBE almost exactly like Civ V. Since most people expect a quick patch soon, I'd say there are many modders holding off on overhauls. I'm just glad there's this mod that focuses on fixing things, letting us have a "proper" UI while still enjoy the full taste of "vanilla CivBE".
EDIT: found a bug! I have a trade convoy with 2 of these Previous Route buttons.

Please see attachment.