Will defer to Eagle Pursuit, but my understanding is there's nothing happening on the depots, so no reason to expect anything imminent. The earliest we should expect another patch, then would be approx. 3 months after the previous one. I'm not sure we should even "expect" that. We may not get another patch. They may put all their resources into the next expansion (which itself is not guaranteed, but is likely based on past behaviour).
If we do get a patch, I'd be very happy to see both of the items you mentioned addressed. It's impossible to know what the development team's priorities are. For me, roughly in order, I think I'd like to see:
- Airpower fixes: primarily their use by the AI, but also issues related to their deployment on carriers and a bunch of related stuff
- Cede fixed so that it does something relevant
- Bandar Brunei getting its own symbol instead of Jarkarta's, because that would be simple
- AI victory efficiency on higher levels, so that beating the AI to a victory is more challenging at higher levels.
- City State protection mechanism that applies equally to human and AI players, even if it's as simple as the Civ 5 rule that you can't declare war on a City State without declaring war on it's sovereign, too.
- Anti-Cav units being made cheaper to build, and Cavalry units (especially Heavy Cavalry) being more expensive to maintain
- Production costs in general adjusted so that building modern military units up to a specified infrastructure capacity is significantly cheaper
- If production is made cheaper, then more focus by the AI on building naval units (I'm concerned that more naval units otherwise would just slow the AI down, and it can't borrow from it's land units, because those aren't strong enough to defend itself as things stand)
- Tier 3 buildings rebalanced to be more useful, either through direct boosts or boosts to specialists or being made cheaper or something to make it worthwhile to build them rather than running that district's project
- More buildings with effects that give bonuses to intact resources, to make the decision to retain versus chop more interesting (although this is likely out of scope for a patch)
- Former City States going back to City State status rather than Free City when they lose Loyalty (and other cities that go Free City gaining a generic City State status if they stay Free City for more than say 20 turns)
- AI bonus rebalancing, so that the AI's higher level bonuses are more evenly distributed over the full course of the game, rather than being mostly front loaded