AW Arcaeca
Deus Vult
Hmmm... 1 is definitely at least a little OP, especially if you're going tall and need to fuel large cities with lots of farms. 2 is a tiny bit UP; 1 extra movement point for noncombat units... I can't see that really affecting the outcome of a game. 3 is... well, frankly, pretty bland. Straight-up stolen from the Celt's UU. And 4 is HUGE in the early game but insignificant later on.
Also, keep in mind that +10% near Holy Sites restricts their bonuses to a limited number of tiles within friendly territory (unless you can also use enemy holy sites), and is an incentive for players to forgo founding, enhancing and spreading a religion altogether and focus on building, essentially, perimeter forts to which they can move units for a combat bonus.
WHOO dat's a long sentence...
As far as which one I would pick, probably #1, since it's the most flavorful, but if there was some way to tone down the +1 faith from farms...
Also, keep in mind that +10% near Holy Sites restricts their bonuses to a limited number of tiles within friendly territory (unless you can also use enemy holy sites), and is an incentive for players to forgo founding, enhancing and spreading a religion altogether and focus on building, essentially, perimeter forts to which they can move units for a combat bonus.
WHOO dat's a long sentence...
As far as which one I would pick, probably #1, since it's the most flavorful, but if there was some way to tone down the +1 faith from farms...