While there's been a lot of changes in the beta, fundamentally it all adds up to the same fundamental issues cymanti has faced in being under powered in end-games against other tribes with market or sanctuary powered economy.
Let's look at Cymanti's end game economy from the perspective of two map types:
On Dryland 400,
In non-beta/current version, it's been fairly balanced up until markets, at which point opponents economy can 2x cymanti's in the span of a couple turns, and past that point there's no more balance.
Does the beta address this? not really, It's very difficult to create fungi on dryland, you have to strategically poison and kill enemies in just the right places surrounding a clathrus, or explode doomuxes (not a realistic strategy). Even -if- your enemy didn't just avoid certain tiles surrounding your clathrus -- it still takes several turns to build up an economy equivalent to markets.
On pangea 400 / more generally water based maps.
In non-beta, Today Cymanti is actually somewhat playable against other tribes with markets, I wouldn't say it's balanced, but it's at least playable for a win, you're able to get that 2x economy via clathrus/trade tech , by creating clathrus and algae (cost 5 stars to gain +1spt), but it takes several turns to build up enough capital to be able to buy enough algae to be equivalent to a market powered economy , so it's slightly off balance but playable (i.e. 2x your economy in several turns, instead of a couple turns).
Does the beta address this? not really, its actually worse, instead of algae costing 5 stars to gain +1 spt, in the beta, the cheapest option is the boomchi, (which costs: 10 stars to gain +1 spt (boomchi + fungi) , and 1 unit production tempo and 2 turns to create the algae + fungi , the only buff is extra 3 population from the fungi which takes 4 turns to materialize).
If you were to bulk analyze all polytopia games cym vs tribes-with-markets on Pangae 400, you would find markets are way more frequently used than clathrus.... and this is in the non-beta... why? because markets are better.... Now you're proposing in the beta for it to cost 10 stars to gain +1spt, instead of 5 stars to gain +1 spt... (as well as markets costing 5s, and clathrus 8s)
This is broken.
BONUS: On Early game economy thoughts
Early game economy compared to Imperius is horrible. Imperius can capture & level a city to 2, using 4 stars (2 fruit), on the same turn, adding +3 spt \w WS, and that compounds over time.
Even in non-beta, the only way Cymanti could accomplish this with default tech is with 10 stars (2 fungi). In beta, it's just impossible to compete with Imperius early game eco.
I ran several experiments in massive infinity dryland single player, and Cymanti can barely manage 20spt by turn 10 in the beta. Other top tier tribes can get up to 40spt by turn 10.
IMO the issue other tribes have with cymanti early game power, is mostly surrounding the power & mobility of boosted centipedes, and the range of the hexapod. The beta goes way too far in nerfing the economy. If you compare tribes merely SPT by turn 10 on infinity massive dryland, Cymanti is not an outlier... its relatively balanced in that dimension.