I agree that it's too far. Also not really the right place for it.
The main issue, really, is that it's one law for one and another for many. That is, that many of the civilizations are all-but required to use cottages, and with the exception of the Bannor, these are all on the more powerful end of the scale - Kuriotates, Elves, Clan (especially with City-States) and so on. All the boosts to cottages have mainly served as a boon to them, as they were already going in that direction. So boosts to cottages normally go largely to this collection of civs.
Despite that, I do think you're going to far in saying that they haven't been balanced. It's simply that if all other situations are " normal" aristofarms are the way to go, but IMO cottages have been changed so they're a reasonable option to, generally, be not that far behind if you have reason to follow something else (irrigation is low, or food surplus is needed, map is strongly naval or so on).
The main issue, really, is that it's one law for one and another for many. That is, that many of the civilizations are all-but required to use cottages, and with the exception of the Bannor, these are all on the more powerful end of the scale - Kuriotates, Elves, Clan (especially with City-States) and so on. All the boosts to cottages have mainly served as a boon to them, as they were already going in that direction. So boosts to cottages normally go largely to this collection of civs.
Despite that, I do think you're going to far in saying that they haven't been balanced. It's simply that if all other situations are " normal" aristofarms are the way to go, but IMO cottages have been changed so they're a reasonable option to, generally, be not that far behind if you have reason to follow something else (irrigation is low, or food surplus is needed, map is strongly naval or so on).
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.