Sometimes it would be nice to see the potential effects of a new policy before introducing it. At present, one can play with the sliders for existing policies to see the effects but then cancel the changes - with new policies this cannot be done. In fact, with new policies you don’t even get to see who it might affect until you implement it (although admittedly, the descriptions tend to give a good idea). When political capital is scarce, it is a shame to waste it implementing a new policy that is not as effective (or perhaps as financially effiicient) as one had hoped.
Completely unrelated, have you considered the possibility of letting ALL policies be cancellable? Sure, absolutely no military or police force would almost certainly be disastrous, but it would be nice to give the player the freedom. (Although arguably the player would never be able to acquire enough political capital to go through with it!) I am also considering a mod in which the player tries to build a utopia from scratch, so it would be nice to see the player able to choose even “fundamental” policies - or at least to prioritise what order to implement them in. (That could also work well for a post-apocalyptic type senario, where the player has somehow wound up in a position to rebuild a nation with effectively no existing infrastructure…)
Oh, and one more whilst I’m here. Usually green means good things and red means bad, but this is not always the case - a red stripe leading to crime or unemployment means that it is decreasing crime or unemployment, which is typically a good thing. Might it be clearer if green always meant good and red always meant bad?