I'l consider wrapping, but I dislike single or no wrapping as some positions become way way more special (though I know this kinda goes against what I said with limited resources and stuff, thats why I should consider it). Mainly in the same game I ruined a game to your friend (sadly I do not remember his nickname, but I know who you are talking about), I was in a middle of X only wrap, oh and there was amercias game... Also in a middle, Where poles started traderouting for insane income, while being at the center this is not an option. Although again civ2civ3 seems to have toned down routes a bit, only 2 per city and income seems lower, though I'll have to investigate that a bit more. Conversly no routes between own cities...
Tech exchanges obviously possible. As for takes it all, I'm not sure it is given. As the tech cost increase might mean that if you loose tech to oponent in some other way than voulountarily, very likely the amount he saves would ofset costs he would incur from "campaignt" to get it. Though in any case alliances still will likely be powerfull, but this is not civ only problem per se, as any multiplayer games suffers some of that. But I'll think about this. Additionally there is tech upkeep now in civ2civ3, not yet sure how cost inereacts with that, all of that could make game very interesting:)
Also as for alliances, I would almost certainly have no allied victory. And maybe, possibly, some alternate win condition (this could both speed up game and give significant deviation from the usual paths, depending on what it is), that I talked about in some of my other posts.
What slow tech rate does, is allow, lets call it - unit game. GT9, I think, had a case that due to unadjusted tech cost and number of players, many units could have been obsolete almost befour you bould 3-4 (well likely a bit of exageration, still I guess you would agree with that). Same for improvements, you'r cities are bare and bam ton of new improvements come.
Mainly I believe that having slow tech cycle will lead to more "game on land". For example considering sparse specials (10, 25 ar very very most), more serious blockade of cities becomes more possible, and likely, cause to blocade that one special precous square takes only one unit, and you are making effect already. Not an option when you have ton of specials around the city (which again GT9 had insane amounts of, basically max).
Well, I'll better start configuring my PI, there will at least couple of days of work there I believe, and I have some physical wiring issues that might need adressing, though even current situation shouldn't be a problem.