Kenata,
My big issue with it, is that it takes out any strategic element to using cities as choke points. The terraform spells are cheap enough in mana that you can just create your own land path to get around any obstacle to avoid a fight, or get a jump on a resource, whatever the case may be. Ultimately, if the AI used it themselves, I wouldn't have a problem with it, or if I was playing against another human player. But I see it as a huge advantage that we get against the AI, so in the end I just give myself a few "house" rules to not use it against AI.
It's different than political intrigue because in the end, intrigue is risky because it could backfire and instead of having a firm ally, and one of your annoying problems gone, you are know facing two bigger problems. There's no risk/reward for terraforming, it just always works, and always gives the advantage.
This is a direct consequence of the removal of essence. Before, big game changing spells like terraforming could cost essence, of which you only had a finite amount (and it had a lot of other uses). Now it just costs mana, which is easily gained by hoarding it a few turns.
It's nice that these spells are in the game, but casting them should be a little less common, and be way up highin the spellbook. If I'm separated from my enemy by some water, and he casts raise land to create a bridge, it should be a "holy cr*p, he actually did that" moment, not the "well, that was to be expected" moment it is now...