Feedback to this idea has been minimal. Possibly because I'm not explaining very well or I'm just crazy. I'm going to keep trying.
Another problem caused by world and player turn order is the amount and delay in GUI information. As an example, in previous games I kept having problems with my power fluctuating. I built some more power plants, they finished, and I would still be having power issues. I'd then queue up another 5 plants, to fix my power issues. A few turns later not only are my power woes gone, but I'm swimming in 100k excess power.
I finally figured out what was happening. The reason is that power plant employment occurs after buildings finish building AND after power is generated. This makes sense, but leads to situations where you have X finished power plants, but since they have no workers, they don't actually produce power. Hence my problem above. This is also true for other buildings, there is a one turn delay between them being finished building and them actually producing.
The GUI information should display the situation as it is now and as it will be after you hit end turn. If I have power plants that are finished, they should be producing power visibly for next turn, and not contributing to my available power this turn. The same should be true for all of the GUI information.
Knowing how many people died last turn is useful. But knowing how many people are estimated to die next turn with the current state of affairs is REALLY useful. Note that this wouldn't be able to predict death by war or new disease deaths, but it shouldn't have it. The same is true for all of the information we are given. Currently the display shows a variety of past, present and future predictions about performance (for example power shows all of this). What I really want to know on a turn is what's happening now and what will happen when I hit end turn (past information should be available via tooltip). Then I can try to do something about the problems I'm having (even though the amount of things that I can effect in a single turn is going to be limited).
This would then fit hand in hand with moving the effective part of the turn to after the players turn. So if I get notices of brownouts, I can selectively choose which buildings are disabled, thus focusing my power where I need it. If I get a warning that I'm about to have riots, I can shut those buildings down before the riots happen. And so forth.