So I decided to try out the Gold release, and I must say lot of potential here, even in the original scenario, something as simple as changing the way pop limit works puts a whole new dynamic to the scenario.
Now I did notice some minor bugs as I continue to play here:
1) There seems to be some weird pathfinding issue when a supply cart comes your way, and you move a unit at the same time. All of sudden, my units just stand still, and it takes a little bit more clicking to finally get them on their way. It seems to me this more noticeable when using multistack option to move units.
2) The Home City option, not sure if this is working as intended, or maybe I'm misunderstanding it, as I thought if I click that button, then I can change where their home city is based out of, but so far it doesn't seem to be doing anything but trying to make a supply route instead. (Edit2: It seems to be just the interface button that's the problem, as the wheel option gives me the option from a city does not give me a problem)
In terms of suggestions, I think your going in the right direction, however, here are some thoughts:
1) I would increase the population regeneration just a bit, as man some cities really go slllllooowwww in the pop increase. I think maybe 10-15% more should probably do the trick in my eyes, and still keep the big battles pretty decisive for awhile.
2) The big pop cap on Calvary seems a little to high. I mean 12 for scout cavalry is pretty hefty especially since their only good against Peltast Companies most of the time. As for the Thessalian Cavarly, I really don't think their pop cap should be 40, but lower, as right now they got the same limit as Hopolites, yet they can't stand toe to toe with them at all unless with some good flanking maneuvers, but even then you need your own line infantry to do be able to accomplish that.
3) Not sure if I like the provinces rebel even without walls now, not for me per say, but for the AI. As it seems the AI doesn't like to garrison some cities properly and what would happen is the city would rebel, and thus turn over to me. Which is nice and all, but when I'm not focusing on that area, to have an extra city to deal with, and perhaps invite more enemies to attack from that direction can be a little annoying. However, if through work the AI can be programed better to garrison it's city (at least with basic spearman), then I don't think it should be problem having the rebellion the way it is.
4) I started playing the Athens scenario, and may god was a huge smack in the face compared to Phiilip in terms of how many cities you control from the beginning. Took a little adjusting, but not so bad in the end, and I can get use to it. The main problem I have with that scenario at the moment, is the Objectives are not as condensed and rapid like the Phillip Scenario. Now I am totally aware this is Alpha and perhaps more will be added, but if not, then I highly recommend to add more objectives, as the scenario can be a really drag in the beginning with just one initial 3 tier objective. Also after I finished that series of objectives, nothing happened, so I assume I probably have go into Thebes and start conquering to open up more, but to me I think there should be more flow to the objectives, like basically the way it is in the Phillip scenario, which is very fluid. However, this is just a suggestion, and I'm sure more be will worked on in time, however, I figured I would let you know :)
Edit: Ohh another suggestion:
5) Nice move on removing the Villas related to Generals, however, in turn it makes those little pieces of ruins on the map kind of worthless now. I'm sure it would probably get removed soon enough on the map, but overall, perhaps you can keep them and just change their bonus? Maybe, they can give a nice pop increase or something to whatever city their connected to? Also, it seems since those villas are now unaccessable what you have now as little pockets where the FoW is still clearly visible, which can be a minor annoyance when trekking slaves through. (Very minor though as it's small pockets, so a slave shouldn't be able to rebel when moving through and all)
That's all for now, hope this feedback helps.