Well, Civ 5 had a couple of DLCs, but it was somewhat reasonable.
I am very thrilled to play civ 6 tomorrow but a couple of things I fear could be problematic. Of course I didn't play the game yet, but let's see if I am right here:
-value difference between flatland and tiles. In Civ 5 they had same value, now hills are much more powerful. Which adds further importance of starting area which can be problematic for a balanced start in multiplayer (player with lots of hills will have a huge advantage over someone with no hills)
-Building wide is now a more valid option as in civ 5 where you the sience and culture you needed increased for each city built. That's not the case in civ 6, though the district costs rises. But overall creating lots of cities is abig advantage and might create a bigger and faster snowball effect.
-in Civ 5 you had to focus on your capital. if your capital location sucked or was really great you had a huge disadvantage or advantage. Because building wide becomes increasingly important in Civ 6 it's not so much the location of the first city, but the area around your city. If you don't have much space to expand while your opponents (players have) you might be screwed early on.
-science can now be boosted by eurekas. So for example by killing someone with slingers you get an eureka which basically gives you 50% sience for archers for free.
This was initially apparently advertised as bonuses which lead your path. But that doesn't seem to be so much the case now as eurekas are extremely easy to get. So it's basically that you try to get all eurekas. And then it's not a bonus anymore to get one, but a malus if you don't get one. Could be an additional hassle without real gameplay value
-the second issue this brings with it, is that you often will not want to research something for more than 50% but there is no way to automatically stop it.
So let's say you are at Archers 46% and you get 5% each turn, you should stop immediately to research archers if you plan on getting the eureka, which you should in most cases. Becase if you get 66% of archers and then the eureka you basically wasted 3 turns of science. So each turn you need to check "will I get over 50% in this research next turn", which is not a nice mechanic.
-You can now unlock government types and fill them with card slots with different policies. But these can be swapped out each tile you finish one "culture research". But having so many policy "cards" to chose from might become a hassle to maximize it. Also there are some policies like reducing tile costs when buying them. Ideally you'd research two policies to 99% then get the policy, buy all tiles, then finish the other culture "research" to swap it out again. Very weird game mechanics.
So as I mentioned I am thrilled about the game, but there seem to be a lot of potential cracks in the game design. Besides of potentially weak AI, especially trading AI.