But Mining does literally nothing until you have a Worker, and said worker is standing on a hill or forest, and in fact begins his turn there (with > 0 moves), and you indeed start a mine or chop. This can't happen before 8 turns, and probably won't even happen before 16. Unless you're playing for extra pennies in trade route science created by Deity AI, or intend to tech right into Masonry (meh) or Bronze Working (never rewarding in my experience), it seems demonstrably non-optimal.
Not taking pantheon seems iffy too. They are so good that the 40 hammers and 10 gold might be worth taking one away from someone in a distant land. And hey, maybe you'll walk into territory that uses it. People talk about opportunity cost - what's the cost of letting mr. Harun al-starts-in-Petra found Burial-Temple-bonus Islam before turn 80?
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Longest I've waited to settle is a Venice game, but in a large changes mod that defies discussion here. Also, my very first victory in Civ V was vanilla, Mongolia OCC science victory, I trekked to the center of the pangaea for I think 15 turns to get a mountain hill because I was actually spawned without luxuries.
Otherwise it's found on turn 2 tops. The payoff for moving after that would have to be some Lake Victoria / Mt. Fuji type ****.
I should've elaborated on picking Mining: With a jungle start I would need BW afterwards of course. I never said it's a good start, it's about making a bad start optimal. Staying without production for too long (jungle starts) has ruined my games and jungles never give production. + You do need BW to improve the luxuries under jungles. It's the same as a desert start - you are going to want to go for a Petra. It's going to slow down you at first, but imagine not managing to build it. Tundra's bad as well and I still have no good way to deal with it except fast internal food TRs. So basically I do believe in adjustment more than I believe in some cookiecutters.
I don't consider pantheons that good, I'll write down the ones I find worthy and the situations I'd get them:
Dance of the Aurora - Only on Tundra (Very rare)
Desert Folklore - Only on Desert (Rare)
Earth Mother - If I have more than 3 tiles (Rare)
Fertility Rites - If my initial idea's been taken and I don't see a better option (Rare)
God of Craftsmen - Sometimes when going wide (Rare)
God of the Open Sky - If I have more than 3 pastures (Sometimes)
Goddess of Festivals - If I have more than 3 Wine and Incense (Very rare)
Goddess of the Hunt - If I have more than 3 Camps (Sometimes)
Messenger of the Gods - Only if I'm going wide and for a SV (Very rare)
Monument to the Gods - If I want more than 1 Ancient/Classical wonder (Very rare)
One with Nature - If I can get more than 2 Natural wonders (Very rare)
Oral Tradition - If I have more than 3 plantations (Sometimes)
Religious Idols - If I have more than 3 Gold and Silver (Very rare)
Sacred Path - If there are more than 4 jungles and I can leave them be (Rare)
Stone Circles - If I have more than 3 Quarries (Rare)
Sun God - If I have more than 3 Bananas, Wheat and Citrus (Sometimes)
Tear of the Gods - If I have more than 3 Gems and Pearls (Very rare)
I had been going for the desired pantheon if I have 3 of the necessary tiles, but more than 50% of that time I didn't manage to get it. That's on Immortal and Diety of course. Nowadays I go after a pantheon if the above requirements are checked and I start working on it asap. If the pantheons could be kept for the whole game, I would've taken them more often, but it seems to me that I could be getting something more important at that time. My games I mostly win and are plenty fun so..