Zechnophobe
Strategy Lich
I've only got those two options here on the survey, so just go ahead and pick one
.
Code of Laws gives you three possible extremely good boni.
1) Establishment of Confucianism. The obvious one, but an important one. Due to the ebb and flow of the game, this seems to end up being my religion more often than any other (Even if I don't convert ;p).
2) Courthouses. Probably the most important building early on. (That is, before the ability to expand is no longer possible).
3) Caste System: The best labor option for expanding civs. I can't get enough of this civic, which is amusing because I used to think it was 'awful'. First of all, for non creative civs, you can use the first 3 turns of a cities existence to get the first cultural growth by making an artist specialists. Secondly, you can support an expanding empire by making merchant specialists wherever needed (Until the cities start supporting themselves). Thirdly you can specialize your various cities on getting certain types of great people with relative ease. Getting an early Great Scientist in a Cottage spammed city is extremely important, due to the academy it produces. Given that probably 80% of your science at this point is coming from two or 3 cities, that academy is going to do wonders to your total numbers.
I am also of the opinion that grabbing the pyramids on the way here can make for the most consistent of builds. Caste system + Early representation makes specialists so incredibly effective at garnering commerce, it's insane. A City with an academy under representation earns 9 Science per Scientist specialist. 10.5 with a Library. Once again, look at how that compares to your total science production as of around the time you get Code of Laws, and I think you'll be impressed.
Overall, due to the tech giving three economic outlets (Courthouse, religion, caste system) I think I actually rate this on par with Pottery.

Code of Laws gives you three possible extremely good boni.
1) Establishment of Confucianism. The obvious one, but an important one. Due to the ebb and flow of the game, this seems to end up being my religion more often than any other (Even if I don't convert ;p).
2) Courthouses. Probably the most important building early on. (That is, before the ability to expand is no longer possible).
3) Caste System: The best labor option for expanding civs. I can't get enough of this civic, which is amusing because I used to think it was 'awful'. First of all, for non creative civs, you can use the first 3 turns of a cities existence to get the first cultural growth by making an artist specialists. Secondly, you can support an expanding empire by making merchant specialists wherever needed (Until the cities start supporting themselves). Thirdly you can specialize your various cities on getting certain types of great people with relative ease. Getting an early Great Scientist in a Cottage spammed city is extremely important, due to the academy it produces. Given that probably 80% of your science at this point is coming from two or 3 cities, that academy is going to do wonders to your total numbers.
I am also of the opinion that grabbing the pyramids on the way here can make for the most consistent of builds. Caste system + Early representation makes specialists so incredibly effective at garnering commerce, it's insane. A City with an academy under representation earns 9 Science per Scientist specialist. 10.5 with a Library. Once again, look at how that compares to your total science production as of around the time you get Code of Laws, and I think you'll be impressed.
Overall, due to the tech giving three economic outlets (Courthouse, religion, caste system) I think I actually rate this on par with Pottery.