Expansionist seems gimped. Half of the goody huts just give maps up to 3 squares away, yawn. The only advantage seems to be no chance of hostiles. It is an ability that stops being valuable about 50 turns into the game. It needs an advantage like starting with size 2 cities, or settlers and workers costing less, or settlers only taking one pop, or having a row of the growth block removed. Something. Even in the game where I was left alone until 500bc as zulu ona huge continent, gaining about 6 free techs, I was still way behind the curve of all the other civs, because they rapidly trade all of the early techs anyway. If the huts offered up more settlers to expansionists, even that minor change would be more reasonable.
All the rest are pretty useful though. I'd still say industry and science combo is best, as it always seems to be in every 4x game that has come out. The value of short anarchy can be enormous for religion - you can rapidly switch to depotism right after a war to use enemy surplus population to build structures, and then pop back into republic/democracy to reap the rewards.