Just a couple of ideas/suggestions concerning topography:
1) Reseeding certain terrain types with other terrain type variants has surely made a difference (towards the better, that is!). However, personally, I feel that the wooded and mountainous areas need some further "lightening"...
I don't know if it's possible, but has "lightening" the graphic itself (meaning reducing the number of trees or mountain peaks of a graphic) crossed your mind? Referring to wood-rich terrain, I believe that, since they appear with different types of trees, even if you used the same or similar SMALL number of trees in their graphics, it wouldn't really matter. In time, players would become accustomed with each graphic and would distinguish/know right away whether it's a Thick/Dense Forest or Wooded Land/Glade.
2) Unfortunately, I find myself in the same situation as WildBill, i.e I had the impression that the terrain would remain unchanged in a distance of 5 squares around cities... Thus, my newly settled town has no interesting enough (for me) squares around it anymore. Quite frustrating, as a big amount of my little free time has gone to waste and future plans for the game have fallen apart.
As I'm sure there are more players facing the same problem and are thinking of taking advantage of the "one-free city move" , along with others who have built their armies taking into account the surrounding terrain type, here's my suggestion:
In order to make a number of players happy again (without making more unhappy) and to save the GMs from a rather big number of city movements, why not leave all 8 squares around cities unchanged, instead of only 4 of them?
Awaiting for your comments ...