The ruleset we use will *greatly* affect the determination of which movement / sight allocation we use... even more so than the size of the map.
I've been practicing with the Civ2Civ3 ruleset (locally) for a few days now, and have a good understanding of how it works. One of the biggest challenges is the fact that roads/railroads CANNOT be used by your own units in ENEMY territory. Movement then crawls to a halt whenever attempting to penetrate enemy territory in any quick manner. Even Diplomats are not immune to this restriction, therefore they cannot easily move around behind enemy lines. Consequently, they aren't able to easily establish embassies, much less steal techs or bribe cities/units.
Therefore, if we end up using the Civ2Civ3 ruleset, we'll want to give as much movement points as possible: otherwise the game will crawl once we end up in any kind of conflict resolution phase. Fast moving mounted units become nearly useless in an offensive capacity, since they cannot move very quickly at all in enemy territory. Therefore you're stuck with moving pairs of siege weapon units with defensive units along defensible territory on your way to an enemy city.
Of course, if we don't use Civ2Civ3 ruleset, then it's no big deal we can go with a more conservative (similar to GT01) movement bonus.
"Big Brother is watching you" - George Orwell
"Shh! I'm Hunting Wabbits" - Elmer Fudd
"What a Nimrod" - Bugs Bunny