I'm glad you posted this list even after you were satisfied with a response to your original question. My manual slipped through the cracks a long time ago and this list is the only information I ever used from it anyway.
I wonder if it applies to all or any of the other modmods though. Some have variations in technologies so it stands to reason their lightbulbing orders are likely to have variations too, or even be completely overhauled for that matter.
Well, with the help of a thread in the vanilla Civ4 forums, titled
Great People Tech Preferences, which explains how all techs have 'flavour weights' that determine which tech a great person will discover next, I looked through the Civ4TechInfos.xml for RiFe and parsed all the weights for techs with the science flavour to come up with a very short representation of a lightbulbing order for great scientists. Short like just 20 techs, nowhere near what you get in the original mod as displayed above. Also my draft didn't even include Exploration which is I know is pretty much the first tech you can bulb with a great scientist as I've noticed when I play straight down the arcane line. However, the order of my short list still matched the above one, albeit missing a few.
In conclusion, while that thread in the vanilla forums has to be correct in the applying of the flavours' weights from the Civ4TechInfos.xml, there has to be something about our great people in our great mod

that includes more of the tech list. Not to mention Healers. So I looked and found in Civ4UnitInfos.xml more flavour weights attributed to each great person. The makeup of these great people's flavours is simpler than the flavours for techs. To clarify, flavours are:
Growth
Health
Science
Culture
Production
Military
Gold
Religion
Techs are given weights of 1,2,5,7,8,10,15,20,25 or 30 in any number of different flavours, but great people have just 3 different flavours with weights of 1,2 or 3. Like so:
Great Artist
3 culture
2 growth
1 science
Great Engineer
1 growth
2 military
3 production
Great Merchant
3 gold
2 growth
1 production
Great Prophet
2 culture
3 religion
1 science
Great Sage
1 gold
2 growth
3 science
Healer
1 culture
2 growth
3 health
(Forgive the seemingly random order but that's just how it comes in the xml). So do we just multiply the weights of the techs' flavours with the corresponding great person's flavour weights? What about overlaps like Astronomy which has weights of 1 in culture and growth, both of which great artists and healers refer to? I have drafted up lists according to a couple of theories so far, and they can be tested using worldbuilder I guess but I'm hoping someone can poke holes in my logic or provide new insights or tell me to hijack someone else's thread, a-hole, or whatever.