The only reason tech trading can be unbalanced is poor AI. I don't see a balance problem - just don't sell critical techs thats all.
Suor
In system described in original post was too much micromanagement. I also read all the topic and come out with something like Spec-Ops units described in previous post. Actually it's very like system implemented in Imperium Galactica II. Here it is: you have agents, just some, not lots of them. They can be hired as mercenaries, summoned (an Air Elemetal example was nice) or just born sometimes. Agents are not units, they are not present on the map. Each spy has a name, some characteri
Disbalance in civilization should not keep Elemental from tech/spell trading. So the key motivation is wrong in original post. I think tech trading should be present in some regular (not periodic as blueprints) way, otherwise all diplomacy will be less important and fun. Also I see no problem in not researching anything but just buying it from others. It is just another style of play.
What about global enchantments? And other city, unit area enchantments? What about tactical spells like teleports, walls, etc? What about spell manipulating spells such as Dispell, Counter Magic, Spell Lock, Spell Blast and others? All the spells on the screenshot except one seems to be direct damage, which is sad. Also, I really liked that spells in MoM and techs in MoO2 were not available all at once. A great boost to replayability, diplomacy and espionage (if it would be any)