Its easy to look at each specific thing and criticize the changes compared to the other game play but I think until we see all the changes as a whole working together its all conjecture.
If there is something you don't like - you don't like it expect of other things.
If you don't like chocolate ice but vanillia ice and your preferred dealer is going to sell vanilla ice only together with choclate ice you will like it because it is only sold with strawberry ice too? I don't like things that doesnt make sense - like your martyr commaders - so i don't wan't to try it it - why? i don't like it - i'm going tgo look for another dealer which sells vanilla ice without choclate ice 
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Trouble with administrators?
<!-- Begin Improvement -->
<Improvement>
<InternalName>AdministrationHouse</InternalName>
<DisplayName>Verwaltungs-Akademie</DisplayName>
<ShortDescription>Bildet Verwaltungs-Administratoren aus</ShortDescription>
<Description>Ermöglicht die Ausbildung von hochspezialisierten Verwaltungs-Administratoren</Description>
<Icon>AdministrationHouse.png</Icon>
<BuildIcon>AdministrationHouse_Build.png</BuildIcon>
<ListIcon>AdministrationHouse_Icon.png</ListIcon>
<ImprovementType>Population</ImprovementType>
<PlacementType>Food</PlacementType>
<IsPlayerWonder>true</IsPlayerWonder>
<!-- Stats -->
<Stats>
<EffectType>ManufacturingCost</EffectType>
<Scope>Queue</Scope>
<Target>
<TargetType>Improvement</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>1000</Value>
</Stats>
<Stats>
<EffectType>Growth</EffectType>
<Target>
<TargetType>Faction</TargetType>
</Target>
<BonusType>Multiplier</BonusType>
<Value>0.02</Value>
</Stats>
<Stats>
<EffectType>Maintenance</EffectType>
<Target>
<TargetType>Improvement</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>2</Value>
</Stats>
<Stats>
<EffectType>Food</EffectType>
<Target>
<TargetType>Faction</TargetType>
</Target>
<BonusType>Multiplier</BonusType>
<Value>0.02</Value>
</Stats>
<Stats>
<EffectType>Administration</EffectType>
<Target>
<TargetType>Faction</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>10</Value>
</Stats>
<!-- Triggers -->
<!-- Level Effect Trigers -->
<!-- Level Effect Stats -->
<LevelEffectStats>
<EffectType>Administration</EffectType>
<Target>
<TargetType>Faction</TargetType>
</Target>
<BonusType>Multiplier</BonusType>
<Value>0.10</Value>
</LevelEffectStats>
<!-- Adjacency Bonuses -->
<NeighborBonuses>
<GiveBonusToNeighborType>Population</GiveBonusToNeighborType>
<NeighborBonusValue>1</NeighborBonusValue>
</NeighborBonuses>
<!-- Prerequisites -->
<Prerequ>
<Techs>
<Option>LosslessFarming</Option>
</Techs>
</Prerequ>
</Improvement>
<!-- End Improvement -->