Having played a bit more, I like some of the directions the game is going. Let me try and collect my thoughts to make them easier to understand.
UI
I think this is really going in the right direction. There are still bizarre moments with the UI, like when I get two cities with the "do something" popup and I can only use it for one of them. All in all I think it is a much cleaner interface and makes it easier to access the various elements.
Spells
So far I have found spells to be rather weak in general and they tend to be a bit on the buggy side. For example, Storm shows its effect over the casting unit instead of the targeted one. I think the idea behind spells is going in the right direction, but some spells just feel meaningless. Consider the spells which give +1 resource to a city. In per 1.09n, these spells had some usefulness since you were limited on how much of a resource you could build in a city, but now, there is little point to cast brilliance when I can just build another study with the masses of specialists I have to run them.
Combat
Tactical combat is definitely improved in some ways. Units have more base health, weapons are more potent, and armor is more important. Yet, as someone pointed out, it feels like weapons never miss and the balance on the weapons still lack any real differentiation.
Cities
I think cities are coming along nicely in some ways, and yet in others, it is one of the weakest points. Gildar improvements were given a huge knock since they do not effect taxes, and gold mines seem to be far more in frequent. After several hundred turns, I found that most of my cities where either building the same level 1 building over and over or building nothing. There just are not enough different buildings for levels 1-3 and most of the level 4-5 buildings are either one per faction or only useful in specific circumstances. Since most buildings require a ton of research into civics, cities eventually become stagnant, with no point to grow any higher, at which point I start looking for more food to start city spamming again.
Caravans
The new caravans trading gold is a nice change, but have the same problems that gildar bonus buildings have. They do not effect taxes, and are therefore only useful to send towards cities with gold mines. This is the same exact problem with caravans as before but now they don't even give you the ability to aid the growth of your faction.
Resources
In 1.09n, shards are incredibly easy to find and exploit, as I had 4 shards (2 air, 1 fire, and 1 water) in my last game, yet the other resources seem to be incredibly rare. I have played a couple of games to about turn 300 and have yet to even find a lost library or ancient temple. In my last game, I only found 1 gold mine for all 4 cities I built ( which were not huddled close together ), which meant I only had one place where merchants and markets would work and only one place to send caravans.
Roaming Monsters
Its cool that Roaming monsters are alot more aggressive, but as I research adventure techs to try and get more resources and quests, I get to the point where I feel like I can't even mount a war effort. Since I can no long build cities to stem their spawning places, all of my cities have to be heavily guarded and my caravans closely watched.