I'm not a big fan of the way the world market worked in V1, but I think my axe is rather different than Ignudo's....
About a month ago we had a thread here about making the world market more realistic, i.e. with actual demand and supply (as opposed to the V1 market where any supply was met with an equivalent amount of demand, albeit at lower prices). I said then, and I'll say it again, that any attempt to code a full equilibrium model would fail. It would only result in different types of arbitrages (aka exploits) than existed in a simplified model. Given that result, why bother to allocate a ton of programming resources to that endeavor? Right about now, Ignudo is probably saying, "No - a full equilibrium model has no arbitrage." To which I counter, yeah but V2 is going to have many, many economic inputs (labor in particular) that will not have a freely determined price, and so right away your full equilibrium model is short circuited. There will indeed be arbitrage and plenty of it! The bottom line here for people who are not econofreaks is that when it comes to how economic prices are determined, simple and unrealistic trumps complex and still unrealistic.
I do think Ignudo hits the nail on the head about RGO's though. The V1 setup whereby you entered the industrialization track (i.e. civilized status) and then immediately moved an additional 50% of your population base into agricultural RGO's was frankly bizarre.
One of the things that bugged me about V1 was the need to baby sit the world market in order to slowly sell (or buy) items so that their price didn't spike. That was bad micromanagement and didn't add to the fun of the game. Program trading/order management anyone? At the very least there needs to an ability for the player to modify V1's trade order system to include conditional terms such as max units sold/bought per day.
I do like the look of the new map. But I have a feeling that just as in V1, most players will wind up using the political map filter 90% of the time.