Hi there.
Firstly, I'd like to thank whoever compiled and contributed to this list. This is by far the most constructive thread on this forum in terms of game issues. It deserves a sticky or continuous bumping.
I agree with 98% of what is stated in the list. Exceptions are:

Originally Posted by
poncratias
1.9 Unit controls & Unit UI
*Unit Info Panel: HP bar is easy to miss, Promotions are small, aren't unique and require tooltips to see. No XP bar, Range not listed, too large and nonadjustable size.
There are XP bars for units; it's the blue horizontal bar underneath the promotions/abilities (although I recall that my bombers did not seem to have it...).

Originally Posted by
poncratias
4. Gameplay & Game mechanics
* Egypt civ unique building is too rewarding.It has 0 maintentance and 2 culture and 2 happyness rendering the construction of any other happyness building overall useless.
I disagree with the second part. Yes, two happiness for free is nice, but if you have a large empire, that is not going to be enough (for having decent happiness anyway), hence not making the construction of other happiness buildings useless.
Some issues that caught my attention during my first game (the first one is listed already, but the others not):
1. Can't raze City-States and Capitals
This is pretty much game-breaking for me from a gameplay perspective. I want their land, not their cities, and with so many City-States spammed on the map with default settings, there aren't much land left to settle yourself... Civ is (supposed to be) a sandbox game, where you are free to choose your own destiny; selectively indestructible cities is a straightjacket.
2. Puppet cities use my strategic resources
The puppet-city concept needs some work, I think. Their life purpose of building all possible available buildings in
my civilization is just a little ridiculous (8 of my 16 cities were puppets to the end). When you discover coal, they start building factories, with aluminium, hydro plants and whatever, but the worst is uranium (nuclear plants) due to its scarcity.
Coal and aluminium was pretty plentiful in my game, but I also did not need them for any units (no wars). I had 4 uranium, so I thought, "OK, I can have 4 bombs if I wanted to." I built one atomic bomb for the crack of it (and to see whether the other civs would react; they didn't). A few turns later I noticed I had no uranium left. I checked and lo and behold, the puppet cities started building nuclear plants at the first opportunity!
On a side note: I paused the construction of the Utopia Project with one turn to go in order to finish researching the last remaining tech item. When the tech was finished, I couldn't complete the building in my capital since the one puppet city that had been doing nothing for
decades after having built every possible building, had started to build it. Should that even be possible? Isn't it like a wonder? Can they build the Manhatten Project then too?
3. No way to build nothing in a city during the early game
Before wealth/science options become available, that is.
4. Every civ needs a unique colour
I played as Greece and had Japan and the Ottomans as close neighbours. On the mini-map, all of our territories showed as white, the only difference being the small city dots. That is not enough to differentiate between empires clearly.
5. Multiple roads connecting to adjacent hexes of a city a bit nonsensical
(This is merely cosmetic.)