The problem is Domination Victory. All other victory conditions can be delayed, this one not so much. (As long, as they don't change the victory condition itself, what is not very likely.)
In fact, this is the problem withh all the ideas regarding an expanded future era, too.
While that's true, they may have in fact made that adjustment with the changes to combat. Domination could end up becoming more of an investment.

That's why I play on Epic speed... otherwise the eras flip by too quickly and your units are obsolete before you've had a chance to use them. With the extra techs and units being added in, this will probably be even more the case. One might think that they'll make the standard game longer, but it's hard to imagine them doing that, when one of the major thrusts of Civ V was to try to make it shorter. But Ed Beach is a boardgame guy, so maybe he has a different point of view on that.
G&K is designed to soothe the old, hardcore players

Religion added a lot to the game in Civ IV, but it always felt... incomplete. I think the addition of the Belief system will really make it work.Only those old, "hardocre" players that thought religion and espionage actually added something positive to a Civ4 game. [ducks]![]()
Espionage in BTS was mainly a pain in the butt.
The problem with adding anything in the modern era that are not units, is what is the point?
By the time you have researched a building/wonder and built it, there are very few turns left in the game (going by science or diplo). This means that a building/wonder has to be incredibly powerful to be worth the investment in beakers/hammers, or be directly involved in a victory condition (spaceship parts, UN, Manhattan project). I mean, who builds a medical lab anywhere? Boosting population growth that late in the game seems plain pointless.
They should have more buildings that increase population in the Modern and Industrial eras. It bugs me how somebody could have 12 well-populated cities yet the nation's entire population is around 8 million.