I mean, ultimately, we're unlikely to know why Firaxis opted to move away from unbounded MUPT unless it comes out in an interview, or a dev blog, etc.
- Maybe it was appealing as a reset strategy; to go all the way the other way, and sort things out from there.
- Maybe 1UPT was simply a part of a larger tactical combat overhaul.
- Maybe MUPT was proving too much hassle to design and balance systems around in the long run.
I prefer the direction they've chosen to go. They're slowly reintroducing layers, seeing what feels right (see: religious combat in Civ 6), but it's far more immersive for me personally to think about the logistical approach of laying out an attack, as supposed to stacking 20 Locusts of Chiron on a single square and reducing enemies to dust in a single turn (yes, SMAC reference). You now protect your units by scouting more effectively and being more judicious with your movement. You now actually have to think about where you put valuable, high-risk units (like artillery, for example) instead of just hiding them inside a bunch of other things.
Sure, MUPT had some upsides, but a large part of it was that people were simply used to it, in my opinion. The more common counterarguments are "look at how badly certain game systems have done since 1UPT", which isn't really an indictment of 1UPT itself. It's simply more pressure on Firaxis to get those systems (AI, pathfinding, etc) to work better in future iterations.
Personally, I've thought a lot about capping the amount of units per tile, and in my opinion it's too arbitrary. Units in Civ are already an abstraction; a bit like unit counters in Risk (a board game, for the uninitiated). One hex of Swordsmen doesn't represent literally seven Swordsmen or however many it is. It represents a legion's worth, or however many is a fair amount to consider attacking a whole city. Capping it at
n units isn't organic - it's saying "well okay 1 is too limiting, but infinite is too exploitable, so let's shove an arbitrary constraint that requires constant adjustment to work out". But we already have unit stats for that. So the problem is chiefly logistics, and that's why I really appreciate moving religious combat to its own layer (for example).
I don't think they should stop there, but I think any more layers are going to take a lot more thought into how it breaks up the existing combat, and its current strengths in terms of positioning (if you separate out ranged and melee, not only does it make little sense, but you lose the importance of keeping your ranged units back in tactical terms).
Maybe the solution is to bring back MUPT with the existing layers. A "best of both worlds" approach. I dunno. It's a bit of a segue, but I just want spycraft to be more exciting. Really go in on the layer approach. Give me Spy Wars!