That's because tourism is two different things used for two different purposes. You're painting it as some sort of complicated system in BNW. It's not. It's the offensive culture resource. You collect culture tokens and they generate tourism, which is pushed out in the exact same offensive culture paradigm as GalCiv II, except it's entirely self-driving once you start gathering it.
From a gameplay perspective yes, it's simple and intuitive. We're talking about AI though. You are aware that computers think differently than people do? It's much more mathematically complicated to account for.
I'm also questioning whether you've actually played GalCiv II with what you said about city placement vs. colony placement.
If I hadn't, why the fuck would I deign to speak on it?
The only meaningful difference is that tile values are a binary yes/no rather than range considerations (as they're specifically tied to planets rather than securing them over X turns - not to mention that the tile modifiers are actually meaningful throughout the game rather than +1 gold/-1 shield/whatever; just having a 200% research modifier tile on a planet can drastically change what it is used for. Strategic placement is highly relevant, especially earlier in the game when ranges are shorter and the layout of the map requires strings of colonized worlds to reach different areas. Access to strategic resources (both the ones you need to starbase and mineable asteroid clusters) is determined by colony placement.
Again, stuff that matters way more to humans than to AI. The AI can judge planets very effectively based on those things, because they're just mathematical modifiers on what the planet already does. Totally different from the civ resource system, where you have a ton of variables that have a more complex relationship, and claiming each one has, besides adding a city, geographic and defensibility connotations. Not to mention that the city has downsides you need to count against. That means that the AI needs to not just evaluate the base tile (where the city would go) based on what's there, but it needs to bring up the entire city development (building) and tile improvement AI structures and play forward a bunch of turns, just to get a comparable understanding of a location's value to what the GalCiv AI has to work with by default. And of course, it can't do that, because when you click "end turn" you don't want to have time to go make dinner before the next turn comes in.
And this is before even getting into defensibility. In Civ, you have water and mountains, both of which are impassable in some ways and not others. So you have these quite complicated geographic things that, to get a good placement, the computer has to think out ahead of time. GalCiv just measures distance to dangerous things, distance to safe things, and assigns each of those things a weight. Now, if a place is dangerous, GalCiv just passes it off to another part of the AI which will station some ships and possibly build a military station. Civ needs to keep looking for chokepoints and hills, and those should be considered before placing the city, none of which GalCiv has to worry about because one bit of space is pretty much like another for defensive purposes.
You're also understating the consequence of the combat system. Yeah, it's rock-paper-scissors, but it has a ship designer. You don't see literally the exact same units from everyone in every single game. You can't just go "Oh, they rushed cav, I'll build spearmen," because there's more nuance to it than that.
This is unimportant, or potentially a point in GalCiv's favor. The AI perceives an army and fleet, and sees, oh, here's something that looks like this, and builds a numerical profile because it's a computer and that's much more easy to work with than unit names. Then Civ crunches the math and has to build an army that beats those numbers, using premade units. GalCiv just designs units to counter what it's up against. There's more CPU cycles, but not actually hugely more, and you're getting a more effective AI for comparable dev time.
Not to mention that there are considerations beyond the direct combat effectiveness, things like effective range, sensor range, speed, all sorts of things that can be radically altered. You can make units that can travel twice as fast as anything your enemies can build, but are so short-ranged that they are useless offensively.
Yes, these are more complex things to judge for. They're also things that the AI doesn't actually need to do much with. It has scouts and science ships, which are optimized for different things than combat, and the basic ships can make do without a lot of it. Exceptions to this in GalCiv are artifacts of the greater dev time and CPU availability, rather than parallel to Civ.