Lets take a look at the ideology trees and see how their balance is looking.
I'm going to go with a simple rating for now
Strong
Medium
Weak
Bad - Meaning badly designed.
We will go in Tiers as that seems the best way to compare.
Tier 1
Outreach 1: Medium. Only useful in the early game but a nice solid expansion benefit.
Affinity 1: Medium. The building provides a solid morale bonus to any planet you need it.
Prominence 1: Weak. The missionary center went from OP to nearly useless now except to generate more ideology points.
Enlightenment 1: Weak. The other benefits give me things that will keep providing bonuses. This is a one and done.
Vigilant 1: Weak. Planetary Defense is one of the weakest stats in the game in my opinion, and it takes up a tile.
Builder 1: Strong. Right now there is a constructor exploit where you can upgrade them into colony ships, so this one can get you 3 colony ships early on if you do it right. Even without that, bagging 3 key artifacts or clusters of resources can be awesome.
Traders 1: Weak. This may be my bias against trade right now; trade just doesn't seem to be that great overall. Probably with good optimization this is a medium.
Negotiator 1: Bad. The problem is this a panic button, which doesn't really fit the rest of the trees. Its the prereq for a number of other ideologies which you are penalized for getting if you don't have any issues with war. Sure its great when you need it, but it should not be an ideology...or give it to me as a diplomatic asset that I can activate when I want to. So it gives me a panic button I can use whenever I want at some point in the game. That might be more worth it.
Aggression 1: N/A. I have never taken the aggression line myself. My thinking, the frigate would either need to be strong enough to take out at least 1 starbase, or fast enough to chase down any explorers and constructors. Otherwise this would be weak for the early game.
Motivation 1: Strong. The building is strong and generates more points.
Greed 1: Weak. Even with a money focused civ, its just not that big a bonus.
Awe 1: Weak. If the difference is literally +1 diplomacy it doesn't seem all that good.
Tier 2
Outreach 2: Strong. This one is great if you are properly prepared for it (have a colony ship on standby). Probably becomes medium on much larger maps but another planet is still another planet.
Affinity 2: Medium. Since its only 1 planet I wouldn't consider it strong, but the homeworld is always a place that needs more approval so a good bonus.
Prominence 2: Weak. I'm debating this one. Now that consulates don't provide static bonuses, the 50% is a lot weaker than it used to be. This one is heavily map dependent, on smaller maps it might be a solid basis for an influence push, on larger maps its worthless.
Enlightenment 2: Strong. Probably utilized you can get 50% bonuses to all your science planets. It makes early econ starbase play very good.
Vigilant 2: Weak. Has a lousy prereq, and any ideology that doesn't help me is not going to be that strong.
Builder 2: Medium. Requires special planning to put to use, but can be very strong in the right hands.
Traders 2: Weak. Again I consider trade ideologies on the weak side.
Negotiator 2: Weak. I feel like this should be Negotiator 1.
Aggression 2: N/A. Never taken it, though it sounds decent in the approval bonus is good.
Motivation 2: Medium. A solid bonus to your homeworld, obviously scales heavily with map size.
Greed 2: Medium. Has a bad prereq but its a good bonus, effectively giving your first 5 worlds a minimum 25% bonus to the thing they do...often a good bit more depending on your building tech level and adjacencies.
Awe 2: Bad. A weak prereq tech, and this one seems incredibly situational. It might be amazing, it might be garbage.
Tier 3
Prolific 3: Strong. If you can get this one early, you get a massive bonus in effective growth.
Affinity 3: Medium. Pretty map dependent, on larger maps more approval is always good.
Prominence 3: Strong. If done right, this is a game changing ideology that can bag a cultural victory for you.
Enlightenment 3: Strong. Very powerful science bonus building.
Vigilant 3: Weak. Its a hinderance but it doesn't make you stronger.
Builder 3: Weak. By this time building constructor with more modules if not a big deal. This one be great early in the tree, but not tier 3.
Traders 3: N/A. I've gotten this once, but I'm not really sure what the benefit is. The trade routes get stronger, how much stronger?
Negotiators 3: N/A. Never gotten it.
Aggression 3: N/A. Depends on how fully loaded these transports are. Seems to give me the means to take 5 planets in a short order, which does sound pretty good.
Motivation 3: Strong. My homeworld is often my main manufacturing base anyway. So this +10 production from the prereq makes my homeworld capable of building any ship outthere.
Greed 3: N/A.
Awe 3: Medium. This one sounds really good, if it didn't have 2 weak prereqs.
I haven't played around with the higher Tier techs enough to comment, but I did want to make 1 note.
Awe 5: Bad. No ideology should stop one of the fundamental mechanics in the game, even at the top of the tree. Weaken it sure, but not immunity.
So agree or disagree? Lets debate!