I am overall very pleased by the changes made to the tech tree and the storyline quests. Lowered requirements for research, faster upgrade times, much more explanation of the different parts of the game, and a wider variety of rewards from story quests are all wonderful improvements.
My newest city reached the tournament tech in chapter four in three weeks and has had six to eight open tents without overscouting. The city opened the Spire in six weeks. I did join a fellowship (who helped jumpstart me with a few goods so that I didn't have to wait for trades) as soon as possible and I played the city regularly throughout the day so those results probably aren't typical. The city has no problems with events or balancing tournament, first floor spire (so far) and research.
There are still a few drawbacks. Significantly faster upgrade times means you really have to watch coins/tools more at a point when you have few neighbors and none to very few cultural buildings that can be polished. My beta city had the new tech tree and I played it without a fellowship until I opened tournaments in chapter four, but I also played it very casually which made it easier to balance things and be patient.
The newest one was much more active and wouldn't have been able to progress as fast without a fellowship, especially for all the extra people to give help to every day.
The placement of a crafting tech actually bothers me more than tournaments and spire. I started my city deliberately a couple of weeks before an event (during the manufacturing challenge to get Wonky Walters) so I would be able to open more provinces and do encounters without overscouting (no issues there) and hopefully be able to craft CCs and disenchant things for spell fragments before I got an event quest that asked for either of those things with no doable alternative. If someone starts a city in the middle of an event, CCs or spell frags will be show-stoppers since there's no other way to get them until you can craft.
To me, the most likely reason an active player might quit early on is waiting on trades to be picked up. Everything else has been sped up and goods requirements for techs have been lowered, but you still can't do the first chapter without trading and you can't join a fellowship until chapter two. If you get stuck on the edges of the map or in the middle of bigger cities who don't check the trader for regular goods anymore, you're just stuck. I guess there had to still be one element to teach the patience necessary to last long-term in this game.