@ Squirrelloid
I agree with most, but by no means all of your suggestions and want to voice my support and add some concrete suggestions.
1) Years.
Years, turns, makes no difference to me. I actually like it a little better as turns because it addresses the problems of scale. Sometimes you want to think of 10 spaces as 10 miles, sometimes as 100. Ive had issues in some of my Civ games when it takes a unit a few dozen years to traverse a relatively short distance where this amount of time just doesnt make sense (like on a short military campaign). Changing to a unit-less measure of time, removes the need to address this flavor problem.
2) Combat Log.
I think having probabilities displayed in the log would be fun and hopefully not too difficult. What Id really like is an Alpha Centauri like combat display where I can watch how well my units are defending the city. I really like not being able to see how much strength my unit has left after he defeats the fifth attacking unit and there are more coming. I imagine this is very hard to add.
3) Forts
I agree that I dont like FFH forts all that much, but I dont like Civ4 forts much better. Ive already posted ideas before so in brief: give all units in a fort +50% withdraw chance, and please please please have automated (and AI) workers not build them.
4) Unit Gifting
While I miss this too, I completely understand why it was dropped. There are just too many exploits here due to national units, religious units, unique units, free promotions or abilities, etc. Too many problems to address individually. I miss it, but I think the team made the best choice.
5) Victory
I never play to the end so no comment here.
6) Civ Rebalance
Already posted on this so Ill make it short. I agree on the Elves, the ability to build on forest is huge. I like the ideas of taking away towns (top level cottages) and/or doubling food required to grow a city. I also agree with Malakim having no incentive to keep desert. I like the +1 commerce from desert, but only if it is added directly to the city for every desert in the radius. Needing to work the desert makes it a null bonus on everything but flood plains, which are good enough without a bonus, and would not be terra-formed anyway. My only complaint with Khazad is they are too weak in the AIs hands and need some sort of early income bonus. I suggested +2 gold from dwarven vaults.
I love the Sidar just how they are.
7) Forced Beelining
No comment. Dont know how much this affects my games since I havent studied it.
8) Barbarians
I agree completely. I love almost everything the team has done for FFH. I adore them! But I really think barbarians should attack nearest enemy (more or less as they used to). Id at least beg an option to revert to old barbarians.
9) Techtree
Ive got to try that path next game; sounds like fun. My only complaint with the techtree is that Archery line either needs some economic boonies or to be a lot less expensive. If I remember correctly, every other line has significant economic benefits of one sort or another, and I think this lack is what makes the archer line so unappealing. Particularly since archers are primarily defensive units that would most appeal to a builder type play style who are the ones concentrating most on what techs give economic benefits.
10) Units
The catapult withdraw chance is amazing! But that is one of the things I like best about FFH. Stacks of Death are soooo boring (IMHO). Please keep the catapult withdraw chance! Maybe lessen the max damage or number of units damaged, they are devastating, but keep the withdraw chance.
I think your Mimic example is an over-the-top exceptional example that should not be used to compare unit balance. It is like saying rangers are overpowered because a player can have all three dragons and the monkey because of them.
It would be better if the AI understood how to use highly promoted units, but that is a very hard problem and one I think well just have to live with, as much as I hate to say that. Someone please prove me wrong with an amazing AI!
11) AI
I do wonder why the AI in FFH is so incapable of using transports? I just played a Big and Small map where half to world was a wonderful mess of rich little islands and no AI ever settled any of them. I know they built ships, and they were actually the ones that did all the exploration, but no transporting; at all; none. I dont understand (maybe it is an inability to use skeleton crew?).
Final)
Hope these comments are taken constructively by the team, in the way they were intended. You all have done a wonderful job on FFH! I have never seen anything like this for any game Ive ever played. Thanks a lot all. (I think I may name my first born Kael

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