Whoa.... why the lakes and mountains?
A good chunk of the time, those are the ones that are actually useful, particularly depending on the map. That marsh one for instance, in my game I *do* have mountains in spots that allow for interesting choke points or things like that, which dont actually make it much EASIER, but still allow for a little strategy, and also keep the map from being just..... really darn flat (and boring), which it otherwise is. The remaining land tiles are a little too similar to each other (either flat, flat and defensive, or flat and slow you down, with the hill being the one that gives the only buff, to ranged units). I think the lack of lakes/mountains wouldnt be an issue if there was more diversity there, like, other tiles to replace them in there.
As for the smite thing, hmm.... I didn't really see it as "correcting mistakes" most of the time when using it, it's mostly just another strategic tool. There are times when it seems very necessary to essentially shut off the flow of units from a city (and this is likely to become MUCH more prevalent with the upgrade. You cannot simply smite the path away, so..... yeah, that's what I was using it for before. It means that a city isnt always *totally* static; even when built fully, you can still make changes to them to suit your strategy, and there IS the fact that doing this *always* requires 2 actions in the end, one to smite, and one to replace the building. Do too much of this, and it ends up hurting you because of that.
EDIT: Not to mention, that this was also the only way to change what units come out of where. Like, say, if I want to JUST produce, I dunno, arsonists (for some reason), I could smite buildings to shut off the others, but not that one. This was useful. But in order to focus NOW, you'd have to..... build a whole city just for that. Or wreck the hell out of that one and re-place the buildings in different ways (which seems a little extreme.... it wouldnt be that bad of an idea NOW, but with cataclysms, well.... yeah)