Some comments:

1) Lack of multiplayer campaign mode. Whether or not this new game has multiplayer campaign mode, I can't help but think it will have major problems, if it even exists.
You can't blame CA for not having a feature that would essentially be a completely new game. This would be incredibly difficult to implement in even a mediocre way. And if they tried, they would be mocked for it failing to be great.

5) Growth rate and rebellion rate of Alexandria, Memphis. When I take over a city that has 6000 people, and has a 4% growth rate, ten years later will have 9000 or so people. Those little ten year olds are quite rebellious, aren't they? (Yes, I know, some are immigrants)
There is a lot of abstraction on the strategic map. As you noted, the growth rate includes immigration. This is a bit of a nitpick on your part, especially if you mean that an increase in population should not mean an increase in unrest. As the population increases, the city becomes more crowded, and there are more poor people. This makes people unhappy. But the revolt risk may be exaggerated, at least in some cities.

9) Hard coding some variables, while not hard coding others: Not being mod friendly.
To be fair, CA doesn't have to help modders, but I do agree with you.

10) Fighting uphill on the combat map means I have to LOWER my camera to look up the hill. This and the ridiculous "OK click on another unit so you can move the camera farther the other direction" Sure I can cheat and unlock the camera...should I HAVE to do this? Should it be this hard to look UPHILL?
Not sure what you are talking about here...

13) The fact that in combat, the enemy general can sense when you're charging HIM, instead of the archers next to him, and subsequently flees.
I dunno. I don't think I've seen that, but it sounds like a case of good AI.

13a) The fact that 13a is so easily circumvented. See also (2) and (3).
I assume you meant that point 13 could be easily circumvented, and not 13a, which would be a recursive statement.

16) Poor Trader, Bad Farmer...Right after you build your new Governors Residence, if you build a trade building, you have a chance of becoming a bad farmer. If you build a farm, you have a chance of becoming a bad trader. Give me a break, even if we RACE to keep up with these criteria, we still run the risk of failing them. Come up with a better solution, even if it means "10 turns after Governor's Palace built and still no farm," It's not like it's that hefty of a calculation.
Talk to a modder about this one. It's a V&V, and we can mod those (I believe).

18) Losing 7 spies in a row trying to spy on an enemy assassin with level 2 skill. What the HELL type of calculations are you doing?
What is the spies' valor? If they're n00b spies, then a two-star assasin may get them. And probability makes the scenario unlikely but not impossible.

19) The fact that as I start defending against a siege, sometimes my troops will not even be facing the same direction as my opponents. Perhaps a trivial or anal point, but a point nonetheless. Does the computer make such stupid decisions in its defense?
The answer is yes.

22) If my units survive (barely) a combat, I expect to see them on the campaign map. Why do they disappear?


24) My soldiers can't walk up to an enemy diplomat sitting at my capital and slaughter him. A spy, I can understand, a diplomat? Said diplomat can further sit and try to bribe outside my capital city, and we tolerate this.
I agree that armies, at least those commanded by generals, should have more functionality.

25)
Just find a mod (like EB) that does not or will not have peasants. They are an all-around stupid unit.

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If I didn't comment, I agreed with you.