Instead of dismissing the OP as a troll, let's take each argument one at a time, and see if certain things are absolutely issues, and if they are relative issues. There are some problems that are inherent to city-builder games, and some problems that are inherent to Cities: Skylines. I'm also going to offer some suggestions for making Skylines better at the end of this, because I think the game does have problems unique to it that are fixable, possibly even with mods.
The game doesn't have good graphics, old games like cities XL or 2013 have much better art and models, even night and day.
This is... questionable. When it comes to graphics, some things are purely subjective (colors) and some things are not (texture pop-in, jaggies). Skylines has jaggies, and the lack of proper AA is hurting. But have you seen some of the garbage from Simcity 2013? To call it night and day is ridiculous. Don't overblow the differences because you don't like the color scheme. This is not an issue that breaks the game relative to any other title out there, unlike Cities XL, where it seems the quest to make things aesthetically pleasing overshadowed the need to make a functioning game. For all the hate the models and colors in this game are going to get, the game runs fantastically.
It's extremely simple and easy, it lacks of basic features. It's not a city simulator but a road building one with minor gimmicks added, even on hard difficulty money flows, it's impossible to fail.
Partly correct, partly wrong. Skylines does seem extremely easy on money once you get past the first few thousand citizens. This is the only correct bit, and it's a problem I may have a solution for in a bit.
But what basic features does this game lack, especially when compared to other city-builders? Do you want missions with objectives, as in the Tropico or the Anno games? That may be the only thing this game properly lacks. Every single aspect of Simcity 4 and 2013, which the OP apparently considers to be city-builder games, is in Skylines. Those aspects are not reduced in the slightest, they still constitute the core of the game. What basic features are lacking? And how is a road building simulator with minor gimmicks added
not a city-builder game? Traffic was just as problematic in Simcity 4 and it was an even worse problem in 2013. Traffic is going to be the challenge of any city-builder game, and it's also the one aspect of the simulation that is far more complicated than all other aspects. Unless you believe that Simcity: Societies is the pinnacle of city-building games, this is not even nitpicking, this is blatant disregard for what the genre is.
The public transport is a non-sense, pretty limited in options and just works by spamming stops
Limited in options relative to... what, exactly? Cities in Motion, a game whose sole purpose was mass transportation? Simcity 4, a game with even less options than this game when it comes to mass transit? Simcity 2013, Tropico, are you kidding me here? Yes, bus lines work by just spamming stops. I'm just
sure that's great for your traffic. Have you even used mass transit in a city with more than 20k people? This argument is disgusting.
Citizen simulator is non-existent, they teleport to work, home, or moving around the map, and their live expectancy is ridiculous. They are always happy and +85% have higher education. Remember the pollution on simcity? And the riots because of it?, well on skylines citizens doesn't know what the hell is. Candyland doesn't have problems for you or they don't bother at all. Not even crime affects a lot your neighborhoods.
Here's a sensible argument. I don't know much about the effect of pollution on people simply because I don't build around it, but that is its own problem, one which I will propose a solution for at the end of this post. The education system is overblown and ridiculous, it's as if students can't fail. And because education is so easy to handle, crime isn't as much of a problem as it should be. This is an aspect of the simulation that people like to gloss over and they shouldn't. The game is really weird because of this.
Tourism doesn't have any importance, just like almost anything on the game.
Tourism exists as a cash cow in a game that has too many cash cows. I believe making the simulation more difficult in other aspects will make tourism more important.
No disasters means no challenge at the long run, playing is easy. The fires doesn't even move between buildings.
So we need disasters in a game to make things challenging? We need RNGs to destroy stuff that the player has built just to make things more difficult? Most players like disasters, yes, and they do provides challenges, but they should not be the sole source of challenge as the OP suggests they should be. He is also blatantly wrong in suggesting that the game has no challenge in the long run because there are no disasters - have you not had traffic problems at all in a city of 200k+ people? Or have you just not gotten there yet?
Traffic is crap, seriously, it is a complete crap that doesn't work as should.
And even with red zones the citizens doesn't bother and they are still happy. And more hilarious when cars just simply disappear.
Traffic is crap in literally every single city-builder game. You want to know why? The day a realistic traffic based model is created by someone, game developers will be very low on the totem pole of people who would want it. It's a rather significant computer science problem. Traffic was crap in Simcity 4 - why do you think NAM is basically needed to play it? Traffic was crap in Simcity 2013. Traffic was crap in the Tropico games. Traffic was crap in Cities in Motion. All of it, crap. Crap, crap, crap. If you want to play a city-builder game with a good traffic system, then keep waiting, but don't claim this game cannot be great because of it when you claim other city-builders are great.
Road options are super limited, not even tunnels (I know about the future, I talk about now). Everything must be constructed near a road, even parks.
No, road options are totally limited when you get past tunnels, it's not like people can create realistic cities or even cities from other games in this one because the road options are so limiting and everything must be constructed near a road like... like real life, actually. It's not like anyone has created Los Santos in C:S or anything...
Oh....
Oh wait...
Policies are also pretty limited, you can't even choose between density zones for industry or commerce, or make industrial districts with lower education, hell the game doesn't even ask for it to play. The global simulation is pretty light, your options doesn't have a lot of importance, and when they do they are just basically 3 standard tactics to make your city grow and no other will work, well, no other because no other options exists.
Yes, because policies were
so much better in Simcity 4. It's not like this game has useful stuff like smoke detectors or red light districts or anything like that, like Simcity 4 had.
In all seriousness, policies shouldn't be game-changers, they aren't in real life. They're usually minor things. That said, I have a suggestion coming up concerning this.
This one is a legit issue that's still far too minor to put this game down to "good" from "great". Like, really? Now this is nitpicking, especially when the map editor is pretty robust.
This is pure laziness. Now this right here pisses me off. This is worth nothing. If you have a lot more issues, then state them and defend them. If you don't state them and defend them, they are shit and they are not problems. How lazy do you have to be to resort to infomercial rhetoric? And then you have the gall to call this game "vastly inferior" to Simcity 4 because of, after parsing out the stupid issues, nostalgia (Simcity 4 was not as great as everyone makes it out to be, especially when it launched; people mostly remember it with NAM, which came out after Rush Hour, which was an expansion pack ffs). What a disgrace. You had some good arguments in there and you blew it.
Now, on to more constructive things. Skylines does have issues that need to be addressed, and as I was going through the OP, I came up with some ideas to make things more interesting, to create challenges besides traffic. Even though traffic should be the largest challenge in a city-builder, it should not be the only challenge. Here's my proposal for making things more challenging, in a fun way, for Skylines.
- Make industry worth a damn, and make offices dependent on industry. The pure office society is what made Tropico 5 ridiculously easy in the end-game, it's what makes Skylines ridiculously easy from a much earlier point, and the same solution should work for both games. The income of offices should be dependent on the industry in the same city - they should work as a multiplier. Offices should boost industrial income by, say, 50%. Industry should remain the heart of a city's income. In addition, imports should be far more expensive. This will make specialized industrial zones something to work towards, rather than something that should be avoided atm because they make traffic far worse.
- Based off of the previous suggestion, air pollution should not be limited to industrial zones. But instead of expanding the radius of pollution, the way pollution should work is that, say, 98% of an industrial building's pollution is locally dispersed, while 2% is dispersed across the entire map (numbers are not important here, just the concept). This will make pollution problematic, but only to cities with lots of low level industrial buildings; since industrial buildings are going to be a necessary evil in the previous proposal, however, most cities will experience pollution problems, and getting industry to max level will become an objective. I'm thinking Beijing when it comes to this problem, btw, their pollution is not caused locally, it's caused by regional dirty industry. It's ridiculous to put all of your industry in one corner and not have problems because the rest of your city starts a block away, as it is in the current model.
- On education, we absolutely need limits on educated people. We need a certain % of the population to fail in certain schools no matter what, limit the number of highly educated workers (another part of making industry more important) and we need things like crime, fire safety, leisure, all of that to affect education chance. In addition, I'm not sure if the simulation does this already, but highly educated people should be funneled to higher land value residential plots while less educated people are funneled to lower land value plots. This is how Skylines will get ghettos, basically, with all of its real life civic planning concerns.
- Policies. I think district policies should be stronger than global policies. Applying a policy across a city should be a weak thing - it affects more people, it's not going to be as strong simply because you're dealing with larger bureaucracies. District policies, on the other hand, can be more rigidly enforced and stronger to act as funnels. This is how you get Hamsterdam. I want Hamsterdam.

The OP didn't even mention things like how clean energy is ridiculously overpowered compared to non-clean energy, or how wonders are a bit pointless right now because your problems are largely solved by the time you get them to solve your problems. But I'm hoping that someone notices my suggestions and at least considers them, possibly someone makes a mod, I don't know. This is a weird thread to do it in, but the OP's larger concern should be noted even though he presented it in a terrible fashion.