I hope it's *not* addressed. There's finally a choice between being a warmonger and taking the peaceful route. Although early conquest still has the edge, it's not the ridiculously easy guaranteed victory path it used to be. Boosted city defenses are the reason for it, and it's far more balanced than in the past.
On release, you could build 2-4 horsemen and take over the world (combination of OP horsemen and pushover cities). Now, the tactical AI is improved, city defenses are improved, and yes, horsemen are pretty balanced - the end result being that you need to think about conquest and plan for it - as it should be.
I can still take over a city state early with just a warrior and a scout (on marathon, doesn't work on standard), so really, I just don't buy the argument that defenses are OP. Once walls go up, throw in an archer, and your highly promoted warrior/scout + a single archer can still take a city without losses. Given the relatively high cost of units, city defense cannot rely solely (or even primarily) on units, or we will see the steamroll effect that was so prevalent in the early version of the game.
Even as is, you can still conquer your continent by the renaissance without a struggle if you pursue a militaristic path (on immortal or less, at least).
@ OP: While it may seem unfair to you to lose a swordsman in taking a size 3 city, this really doesn't strike me as a problem. When faced with a city with a ranged garrison, expect to suffer losses, or bring along a worker to lure out the ranged unit (it's cheesy, but it works every time).