I can't speak for competitive multiplayer, but for myself when I play with the religions, there are a few things that you are missing.
Ashen Veil - nothing to say here
Empyrian - The biggest part that you missed here (imo) is that you can get druids who can also cast crown of brilliance, giving you 9 units capable of casting that spell, and that spell is usually strong enough that 3 of them can reduce an opponent's strength to 25% (i believe it is capped at 75% damage). The downside is that these units are lategame, but you can get them fairly soonish if you rush for it. In addition, at least for the amurites, these units would also be able to function as archmages, and because crown of brilliance generally lasts 2-3 turns (it fires at the start of every turn, after you first cast it, until it runs out), giving these units say, ice 3 in addition, or just some sort of summon, would probably be very useful.
Order - I might rate basilica's higher here, especially as when you combine them with courthouses/law mana (which the holy building provides 1), it is very easy to run a large empire for free. Specifically, you would need a total of 4 law mana, to run every city for free, unless a tavern or gambling house is built in the city (2 law mana are necessary to neutralize the effects of each). Combining this with social order (+1 happy per military unit) and suddenly the answer to every problem is more units
FoL - nothing more to say here
CoE - shadowriders can actually be very powerful, especially if you stack shadow mana. Remember, they are strength 9, +2 poison, and can use bronze/iron/mithril. This means that if you have mithril, they are already strength 15, and a mere 5 shadow mana (on a huge map, not difficult if you aren't devoting your mana to other strategies), its already strength 20. The downside is of course that they come extremely late - usually, too late to make a difference. As I don't play competitive multiplayer (I generally play cooperatively with my girlfriend), I can't say whether or not it might be worth it to try to use them.
RoK - The additional gold from RoK is enough to allow me to base some very powerful strategies around it (including being able to outproduce deity AI's unitwise as the dwarves). However, due to how early it is, and that early access to iron and its hero's I might rate it higher. Also, don't forget that Arete is the earliest civic that allows you to purchase units/buildings/wonders under construction, and this is in addition to giving +1 hammers per mine.
Lastly, OO - you ignored this because of the maps you play on. I think that this is a big mistake, as if I'm playing anything other than the Khazid, OO is generally my favored religion. The reason is because snatching the Tower of Complacency in a nice food city gives me a massive powerhouse capable of producing many great people (and after building it, I can always switch out if I want). In addition, with the ToC, comes saverous, a strength 7 unit who appears at the same time as bambur - aka, long before any other hero except bambur/gilden/Rantine. For early wars, putting him at the head of your army is usually very rewarding. Also, their temple gives a free sage slot, and again with ToC, you get the asylum, which in addition to giving you a 15% research boost, gives you another 3 sage slots - the only downside is the occasional crazed unit, but the lurchip at least aren't bothered by this (it only affects living units, so other civ's also wouldn't be affected depending upon what they built, if they just put the asylum in a few cities). Moving past this, their priests have the strongest non-teir 4 direct damage spell in the game, with a damage cap at 60%. The only downside is that it has to be cast near water, but one thing to keep in mind is this is not just seas/oceans, it can also be triggered on lakes. That being said, it is still a little less useful than Ring of fire. The next thing in their favor is the Stygan Guard, which is possibly the most powerful melee unit in the game, especially as it starts with march (note, this is of units that can be mass produced, not counting national units here). There are also a number of tricks that you can pull with them, but those are subjects for another thread. Lastly, there is hemah. If you are using archmages, hemah is the best, especially as unlike gibbon, he doesn't cast illusions. However, he isn't truly OP until you make him balsferas (with the summoner trait), as hemah with twincast and a summon can in 3 turns have a constant guard of 8 summons through the puppets, or if he also managed to snatch enchant 3, you can boost that up to 12 or so for a turn or two. If you make those water elementals, with the tower of elements, theoretically you can get as many as 160 water elementals (due to their splitting), however I have never had that actually happen, as eventually the water elementals start winning, making the point moot.
I hope that my input was somewhat useful.
-Colin