Hooray for making Krill think! At least I'm having interesting points, even if the specifics aren't great (I haven't played any version of Civ4 in ages; I mostly just watch). Some follow-ups:
* Is there a world where some of these aren't the one right choice? For example, imagine a more-extreme version of old Protective that gave a promotion that was like +50% on defense, -20% on attack--that would discourage wars in both directions. Or how about a version of Charismatic that was +5 happy but Settlers cost 50% more, thus letting you expand tall early instead of having to expand wide. Each of these could be interesting in certain scenarios (neo-PRO would be good on maps with large amounts of land per player, neo-CHM would be better if the land was crap), and they have lower variance (higher floor, lower ceiling) and are easier to play. Obviously this is a fundamental change (and probably not for this mod at this point), and the numbers are extremely hard to tune (I went extreme in these examples, since the problem of "why not both" is difficult to solve), and the play patterns might not be desirable (IIRC one of the reasons you removed City Defense I from PRO was because defensive play isn't fun).
* Another big problem is that there aren't enough diminishing returns overall, since you never get to the point where you don't need more of a specific yield (theoretically there's an upper limit on beakers/production per city, but it isn't practical)--it's difficult to say "Industrious gets early free hammers so it doesn't have to tunnel on Mines/Slavery" since there's not much that uses them with mines/Slavery. One thing that could be interesting is giving Industrious a really cheap Forge that doesn't affect chops/whips to give them a benefit for raw hammer production.
Again, I have no clue on the specific numbers, but the problem is that everything stacks, so you have to balance the best case scenario version of everything, or remove the stacking--you've done that with some UBs, but that's more difficult to do with everything. I'm just throwing out thoughts and ideas.
* Is there a world where some of these aren't the one right choice? For example, imagine a more-extreme version of old Protective that gave a promotion that was like +50% on defense, -20% on attack--that would discourage wars in both directions. Or how about a version of Charismatic that was +5 happy but Settlers cost 50% more, thus letting you expand tall early instead of having to expand wide. Each of these could be interesting in certain scenarios (neo-PRO would be good on maps with large amounts of land per player, neo-CHM would be better if the land was crap), and they have lower variance (higher floor, lower ceiling) and are easier to play. Obviously this is a fundamental change (and probably not for this mod at this point), and the numbers are extremely hard to tune (I went extreme in these examples, since the problem of "why not both" is difficult to solve), and the play patterns might not be desirable (IIRC one of the reasons you removed City Defense I from PRO was because defensive play isn't fun).
* Another big problem is that there aren't enough diminishing returns overall, since you never get to the point where you don't need more of a specific yield (theoretically there's an upper limit on beakers/production per city, but it isn't practical)--it's difficult to say "Industrious gets early free hammers so it doesn't have to tunnel on Mines/Slavery" since there's not much that uses them with mines/Slavery. One thing that could be interesting is giving Industrious a really cheap Forge that doesn't affect chops/whips to give them a benefit for raw hammer production.
Again, I have no clue on the specific numbers, but the problem is that everything stacks, so you have to balance the best case scenario version of everything, or remove the stacking--you've done that with some UBs, but that's more difficult to do with everything. I'm just throwing out thoughts and ideas.