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Legacies you get on the pathways let you get perks that carry over to the next age. Getting more and better such perks than the competition gives you a comparative advantage over them early in the next age, when all of the players have been pared back in many of the game's aspects.
That usefulness in age transitions aside, the relics themselves each have a small happiness and culture yield. The religious buildings also grant happiness and culture. Then there are beliefs that provide perks similar to beliefs in 6, though not clear that any of the beliefs are as nice as Feed the World. The beliefs all seem to grant yields for having cities that follow your religion, thus they create an incentive to build missionaries and do conversions.
So, religion is nice in Exploration, and has this advantage compared to 6, that every civ that builds a temple can get its own religion, and the competition cannot convert your holy city, the one with your first temple that founded your religion. You can ignore it, just as you can in 6. But, as in 6, it can get you some nice benefits. Unlike 6, there is no religious victory in 7,
Religion in the broader sense in this game also suffers from obsolescence. You have pantheons in Antiquity that are similar to pantheons in 6, but they just go away in the transition to Exploration. It is not clear just how much religions go away in the transition to Modern. Clearly relics play no part in getting you up a Modern Age pathway, and they may or may not disappear (not clear from what I've seen). You don't seem to be able to build Modern religious buildings, so all you Exploration Age religious buildings will lose their adjacency bonuses, if not just disappear. Your beliefs seem to just disappear.
This obsolescence factor may be what motivated the reviewer who found religion tedious. People hate it when a game takes something away from them, which is presumably why the age transitions are a controversial feature of the game. They take quite a bit away from you. So, you spend effort in Exploration making and spreading a religion for all the above benefits it gives you in that age, the game rolls over to the Modern, and all you're left with is a bunch of religious buildings that now have subpar yields.
It is possible that the reviewer was also disappointed by the streamlining and simplification of religious conversion. Missionaries are it, the only religious unit, no promotions and no theological combat. The wolfpacks in 6, made up of apostles with different promotions to convert or engage in theological combat, and gurus for healing, and missionaries for miscellaneous, those are just gone from 7. Your missionaries convert cities because your beliefs get you yields from cities following your religion, and the competition tries to convert cities for the same reason.
Tedious as its own separate feature, for sure, but religion is no longer even a pretend, half-way, separate feature as it was in 6, where religious wolfpacks could fight it out in a religious answer to military domination to give you victory, and Feed the World or Work Ethic could get you nice benefits, but for things you really could get otherwise. In 7 religion seems to be something of equally niche importance, useful sometimes for some things, but not really central to the game, with this difference from 6, it is no longer given complex mechanics that puff it up into something that seems to justify being given its own victory condition. That seems, before I've played the game and gotten a better impression, about where religion belongs in this game, a sort of uninteresting side-hustle of importance only in some times and circumstances.
You can turn off Crises.
Someone was also recently complaining about natural disasters.
You can turn them down to 'light' but you can't disable them.