This isn't CiV. This is BE.
In this you are pointedly wrong. The name of the game is "CIVILIZATION: Beyond Earth." It's claiming a connection to the Civ series, and as such, it implies a similarity to the set of game mechanics that makes a game a Civ and not some other 4X game like
Galactic Civilizations or
Endless Legend. A case may be made that
Alpha Centauri wasn't a Civ game (though it pretty much was) because its title didn't claim any such connection. Here, the connection is very clearly stipulated. Even
Colonization, despite being a very different environment still used nearly all of Civ's core mechanics. So the expectation is there for most of Civ's core mechanics to be likewise used in BE. Instead, what I see is a LOT of changes made for (as I see it) just for the sake of change.
To the suggestion of keeping the scouts and archaeologists as separate units (i.e., the criticism of combining them in one unit): Scouts were not a huge priority to me. I'd start with one, I might build a second (but the priority was a Warrior over a Scout anyway). After the very early game was over, I wouldn't build them. I would build a lot of Archaeologists (for obvious reasons). By combining them, the Explorer has a lot of vitality for a large part of the game. To me, that's a better option.
But do you think your "don't bother much with Scouts" approach was typical? I know that many, many players utilized Scouts specifically because when a Scout was upgraded with improved weapons, it gave them ranged units (Archers to begin with) that could ignore terrain movement penalties that could be used advantageously for the remainder of the game. To make your Civ strategy applicable, you would have to consider the effect if dig sites were revealed _immediately_ at the beginning of the game. Then you wouldn't have the freedom to not build Archaeologist until the late game when you have several high-production cities to pump them out. You would have to build them when all you had was your very new first city that was just beginning to develop its production capabilities. So then you would be forced to choose between city development, or pursuing dig site rewards. That alone would be a painful enough choice to make. But here we are also being forced to choose between LOTS of Supply pods, or just a few Expedition sites.
Stepping back and trying to be objective, it seems clear to me that there really was no
need to combine the Scout with the Archaeologist. The two units performed distinctly different and separate functions. What is
gained in game quality by doing a merger of the two? As opposed to what is
lost by forcing a merged unit on the players? I am of the opinion that more is lost than is gained with this approach.