To recap here are resources, where their producers rely on other resources that are unlocked later.
I'll list buildings needing resources, that are unlocked earlier than respective resource producers.
Slaughterhouse is nice interesting design: It is unlocked by Cooking, and you can get Carcass trough hunting (certain subdued animals).
Fairly reliable Trackers are unlocked column later at Tracking.
I'm not sure if you can subdue carcass giving animals with Chasers/Trackers before you research Cooking - that should be easier on slower speeds (more time to move your units).
Some resources have bigger wait times anyway.
Lard (X4 - Cooking)
Lichen Burner (X3 - Controlled Fire/Scavenging)
Lichen Burner can have
Cooking/Scavenging prereqs
It needs Butchery, that makes Lard and Raw Meat, which needs Slaughterhouse (produces Bones), which needs subdued animal herds though
Butchery and Slaughterhouse needs Cooking
This building needs cold terrains, so you won't see it too fast most of time
Lichen Burner now requires Cooking instead of Controlled Fire
Cooking has prereq of Controlled Fire.
Rope (X9 - Binding)
Jump Rope (X7 - Games)
This one looks like proxy requirement: Resource replaces tech requirement of Binding (where Rope maker is placed)
Bone (X9 - Bone Working)
Technically can be produced much earlier at X4 - Slaughterhouse produces Bone and needs Cooking/Shelter Building
There is similar situation with Ivory (Bone Working) producers
Wood (X9 - Simple Wood Working)
Dining Hall requires Cooking/Shelter Building (X4), Wood is earliest unlockable resource requirement.
Smoke House requires Cooking (X4). Wood (X9) and Raw Meat (X4) are its resource requirements.
Woodwind Instrument Maker requires Shelter Building (X4) and Prehistoric Music (X5). It makes Woodwind Instruments
Dining Hall and Smoke House could require require Wood Working in addition to their current tech prereqs
Woodwind Maker by proxy needs Simple Wood Working tech - here you can make wood
Beads (X11 - Bead Making)
Jewelry Store (X10 - Personal Adornment) - Earliest of alternative resource prereqs. Makes Jewelry
Ivory can be added to its resource prereqs (Ivory isn't used by Bead Maker)
Ivory (Unlocked by Bone Working X9) is now one of resource prereqs for Jewelry Store.
Jewelry Store even got Gold boost with Ivory. Now it gets gold boost from Pearls (one of its prereqs) too.
Bamboo (X13 - Carpentry)
Bamboo Armourer (X4 - Shelter Building and Tanning (X12))
Bamboo Bridge (X12 - Wood Working)
Nets (X16 - Fishing)
Fish Traps (X9 - Trap Fishing). Needs Baskets and Nets. Nets prereq should be dropped
Fish Traps has their Nets prereq dropped.
Raw Fish (X16 - Fishing)
Dried Fish Maker (X11 - Drying). Makes Dried Fish
Saddles (X17 - Animal Riding)
Stable (X16 - Equine Domestication).
Stable could be moved to Animal Riding
Stable now requires Animal Riding instead of Equine Domestication
This means Equine, Camelid and Elephant Domestication techs are effectively OR tech prereqs for Stable.
Pottery (X21 - Pottery)
Dairy Barn (X15 - Animal Husbandry)
There were no liquid containers in Prehistory or what?
Buckets can be added to Carpentry tech, bucket maker would require Wood and Rope.
Gems (X22 - Mining)
Amber and Jade gatherers (X12 - Barter; Gems producers) are unlocked before Gems resource is unlocked
Fruits (X23 - Orchards)
Dried Fruit Maker (X11 - Drying). Makes Dried Fruit
Copper Wares (X25 - Metal Casting)
Cooper (X24 - Fermentation and Copper Working). Makes Barrels
Brass Wares (X30 - Brass Working)
Brass Instrument Maker (X21 - Folk Music)
Drugs (X37 - Drug Trade)
Fly Agaric Gatherer and Kava Plantation can produce drugs, and are unlocked earlier before Drug Trade.
Trance Hut (X21 - Consciousness)
Drugs should be revealed/enabled much earlier - maybe even at Naturopathy (Kava Plantation, X8) or Fungiculture (Fly Agaric Gatherer, X22).
Medieval and Renaissance seemed to avoid supply chain issues.
Newspapers (X65 - Assembly Line)
News Stand (X63 - Journalism). Makes Newspapers
Tangled arrows aside there are no problems with those techs being in single column.
Automobiles (X69 - Motorized Transportation)
Fire Station (X65 - Firefighting)
Looks like Fire Station has proxy prereq of Motorized Transportation.
Computers (X78 - Early Computing), Computer Factory is at Personal Computers (X81)
Electronics Store (X77 - Electronics)
This one should have multiple OR prereqs
Electronics Store now requires following resources: Computers or Calculators or Radios.
Microgenerators (X97 - Microgenerators)
Bioluminescent Boutique (X96 - Organic Photonics)
This one can be moved to Microgenerators - it requires Microgenerators and Organic Photonic Cells resources.
This building now requires Microgenerators (X97).
Bionic Suits (X105 - Bionics)
Circadian Chamber (X95 - Molecular Medicine)
It should be moved all way to Bionics - It requires Neuromiplants unlocked by Brain Mahine Interface (X97)
Its building prereqs also appear later.
Moved it all way to Regenerative Medicine (X107) tech - all its prereqs are unlocked by this tech