So...
Scouts and especially rammers are useless until you get Organization, and rammers really needs their third movement. Also, removing the connection until Roads nerfs ports extremely hard. So, to use rammers you need 3 tier 1s (you still need Sailing) and 2 tier 2s, and you still can barely actually fight against land units, so need Fishing for ocean movement and either bombers or scouts. Let's compare:
The strategy I like to subscribe to on drylands is a heavily aggressive archer spam. It needs a good melee unit to capture cities, roads for movement, and maybe techs for pop for giants. So, let's see, minimum 2 tier 2s, probably a third one for pop, and maybe 3 tier 1s, probably even less. You're talking about a more expensive unit in a limited play space needing we many techs as a strategy built around a tier 2 unit being spammed. It's worse than that, because you need just those techs for rammers to even be usable in the first place and you'd need more techs to get an advantage (Strategy for 15 hp, Hunting for scouts/rammers, Forestry and Navigation to use bombers) while for the archer strategy you really don't need too much more techs unless the game goes late. That just makes naval expensive for no reason and require significantly more techs than just basic land strategies. That's just tedious, not fun or interesting. And it, again, encourages more soup-like strategies