This thread contains some useful suggestions on making the early game economy more diverse. I think some of these things would make the game a lot more interesting in the early game and also a bit faster.
Basically, it would involve things like:
Cottages:
Make cottages available without tech requirement/with a T1 tech with -1 commerce on all levels. Education gives +1 commerce on all levels, so when you research Education, you have the same effect as before, but you can build cottages earlier.
Chopping:
Make chopping available without tech requirement/with a T1 tech but with severely reduced hammer gains (0%? 33%?) and then increase these values with Mining and Bronze Working - at Bronze Working (100% hammer gain), it would again work like it does right now. This would help a lot with forested ressources and decrease an early game advantage of the Elves - being able to get forested happiness ressources much earlier than others.
Farms:
Possibly make it so you can get Farms with -1 Food (i.e. they are useless) without a tech requirement so you can farm food ressources for their +2 Food
[On that note, Rice only gives +1 Food with Farms while Corn and Wheat give 2 - is this intended? If so, I'd suggest rethinking this.]. Agriculture would give +1 Food with Farms and still give you the Agriculture civic etc.
Exploration:
Make it more valuable somehow?
I'm not sure about Mines and Plantations, but I think they fit where they are. I'm not that happy about the Calendar tech, though - at least a second effect of anything would be great. What about making some of the ressources that can have Plantations invisible until Calendar? (I'm not sure about this suggestion myself, though.).
Generally speaking, you should IMO never have to research a tech for a single benefit - Tracking and Poisons are equally disappointing examples, for example, but there are more. Perhaps making a few more buildings or wonders on some of the "light" techs would help (and also benefit the more of less neglected builder style)?
Fishing:
Would probably deserve to be a T1 tech. One would have to look how much of an advantage this would be for the Lanun and adjust accordingly, but it would make coastal starts a lot more valuable for all other civs.
I'd personally also suggest making at least one early sea ressource with +hammers, or an ocean feature like suggested before. This would have to have a very subtle look though, or just appear in oceans within the borders of an OO civ.
The irony of having to build hammer heavy one-time-only workers (Work Boats) in hammer-low cities (coastal cities) is beyond me.
Perhaps one could also test making it so Work Boats aren't consumed when they build improvements (i.e. and see how that changes coastal cities?
PS: And I specificially suggest these as changes to the main mod and not as a "if you want to, you could make these into your own modmod". I don't want to play a different game from anyone else, I want these ideas to improve FFH (and there are tons of people who play Advanced Starts due to the slow early game). These wouldn't change Advanced Start games at all, but make the FFH beginning a bit faster (and a lot more interesting than pressing "end turn" 20 times...).
Also, if these would be implemented, one could make an option (off by default) which would have all players start with a Worker in addition to their other starting units - this doesn't make sense right now because your worker cannot do anything without appopriate techs, making players who start with Agriculture overpowered. With the changes above, this would be a lot more balanced.