I'll start with the positives, it's great that you've listened to all the feedback, and it's quite refreshing to see the opinions of the player base taken into account for decisions like this - so massive props to JawJaw for that. I'll also say that the new quest system looks strong and I'm looking forward to trying it out and I'm particularly happy with the paladin setting this world - I feel with full skills it's competing with Watchtower for the single worst setting in the game, so it will be particularly refreshing to have an option to move def around quickly without the obscene boosts that often come with the paladin.
Moving on to a couple of the disappointing settings that are seemingly going to remain, that being the 10 tech and 40 tribe limit (when paired with full outside support).
40 member limit for a 70% dominance world I don't actually hate, the grind to push for dominance at the end of a world is boring and drags on far longer than it should, 40 members will help limit this, but to pair 40 member tribes with no support restrictions is just begging for world wide coalitions to try and stall 1 tribe - my suggestion would be to add the updated Uber support rule instead, with 40 members there's no tribe that should also then be reliant on further outside help.
The other setting I have an issue with is 10-tech. I believe, once upon a time, it had it's place in the game, but the way the market is set up now, this setting is prone to heavy spenders bumping up their techs early game and getting an even further immediate advantage just through their willingness to spend, rather than any display of skill or tactical thinking. The setting itself, in my opinion, also becomes defunct after the first few months of the world. I would really suggest this setting in particular is removed (even if not for this world, just generally moving forward) as there's not much nuance or skill to it. It's a PP drain early game for those willing to spend and a resource drain thereafter.