Some thoughts on early buildings.
Story Circle: Obsoletes way too quickly, can barely build it before it's gone, change obsolescence to Literature, people still told stories after having written languages but Literature implies that written words have become the main means of cultural transfer. Otherwise very good.
Graveyard: Like the Concept and connection with Ceremonial Burial, Mortuary areas are one of the first strong archaeological signs of permanent habitation at a site. I find it to be too expensive though and the health bonus is a bit silly (people knew not to leave rotting corpses around before they had as much ritual around the burial). Archeologist believe that the connection with ancestors was a key part of sedentary peoples connection with and symbolic ownership of their land (to this day people fight to defend the "land where my fathers died") so a defense bonus might be appropriate. If so then Castle or the Catacombs could replace Graveyard and carry the defense bonus onward.
Healers Hut: Would like it to be cheaper, way cheaper even if it's reduced to 1 Health.
Jeweler: This building is way too good, I can consistently solve all my money problems when it appears, as having at least 2 of the (gold/silver/gems) resource and the +15% bonus gives me 4-6 gold and an equal amount of beakers. Simply a must have and it's a bit boring because of it. Recommend reducing the per resource bonus to 1 gold rather then 2 commerce, or making the resource bonuses require the resource to be in the city limits (I favor 1 gold).
Monument: Way too expensive for how early it is in the game, I know you have a lot of Happiness bonuses on this with certain civics but this should not be factored into the cost. The Civics should have higher upkeep's or something else to balance it. Cut the building to half it's present cost.
Ceremonial Altar: Again way too pricy for where it is in the tech tree, I would never build this when things like Forge and SlaveMarket are cheaper. I'ts basically a non-denominational temple but it's only got 1 happiness on it reliably, if I'm without my own religion then I should have to go with inferior substitutes don't make it equal in cost nearly the same as a real temple. Better yet how about giving it some kind of synergy such that it can still be useful with regular temples like a bonus for priests.
Butchery: I like the general idea of this but it tends to be a feast or famine building, get more then 2 animal meats and your population is off like a rocket, lose out on animals cause of start location and you wither. It just needs to be more consistent in it's effects, if the bonus food could function on an OR basis so any number of meats would be +3 food that would be good (same approach would work for LOTS of buildings and corporations BTW).