Those are good critiques of Civ5. There are a more, of course, but *most* of them boil down to the original release of the game being, basically, too big a change for them to get it right.
Let me say that again: Civ 5 was *badly* flawed at release, because it was too big a change.
For example, in a game where each unit (and tile, since they go together) is so much more precious than they were before, the 10HP system (where even a curbstomp battle costs 10% of your health, and the enemy rolling just a *little* too well can easily kill a unit that should have been wounded but near-guaranteed to survive) is stupid. They fixed that in the first expansion, and it made combat *much* better.
Then there's the silliness where ranged units turn into melee units as they upgrade. That is, sadly, still present in a few units (chariot archers, etc.) but it's way less common than it once was, and there are actual ranged units in the late-game now.
The original culture system was undeniably silly. The new one is better in many ways, although the lines between things that give faith and things that give culture and things that give tourism still feels a bit arbitrary. I mean, shouldn't world wonders *inherently* give tourism? Shouldn't religious buildings have a cultural impact as well? It's weird.
On the other hand, there are good things that I think you missed, too. You complain about three ways to trade in C5:BNW, but I see more than that (unit transfers are not explicitly trades, but they achieve much the same thing, and AI goodwill is effectively a commodity you can sometimes trade) and Alpha Centauri had the same things (Econ tech + treaties, direct trade over comlink, vote-buying in council). The tech tree has plenty of absurdities, but what else is new? That's hardly something Civ5-specific, and the power level progressions throughout the game are pretty good.