It's possible to play AW Noble and not have much WW concerns even without the Pyramids. How you go about the fighting plays a huge role in how the WW builds up.
You've identified a possible solution already, Religion. It can do wonders for your treasury (Shrines) and Happiness (Temples/Cathedrals).
Free Market is not really designed to be useful in AW. +1 trade routes are easily covered by any Specialist, so Mercantilism is almost surely the better Civic. Mercantilism and Caste System go well together too. Serfdom is good for building infrastructure, but tends to be lagging later in the game, except for a brief period around Railroads.
HR might seem necessary, but it's tying up your units which could be sacking cities, pillaging improvements, and making sure you don't lose more units than you should by supporting the units that are fighting. Representation will help address WW indirectly by allowing a higher Culture slider at the same research rate, especially combined with Mercantilism.
Nationhood is ok for a time(if you are Drafting, but the unit support cost relief of Feudalism plus the higher XP units, might generally be enough to justify it's High Civic cost. Nationhood's Happiness from Barracks is a rather insignificant effect IMO. When possible, it's generally better to circumvent WW from forming than try to address it. This would apply more for ORG Leaders who don't take the High Civic upkeep hit as hard though. But I'd rather have Feudalism and not Theocracy, than Theocracy and Nationalism.
Liberalism is also something to prioritize in regards to Civics. if you can get there first and take something like Nationalism, Astronomy, Chemistry, or Military Tradition with it, that really helps. Should be doable on Noble.
By running the proper Civics and using Religions to their fullest, you can free up further use of the Culture slider while still having good Gold and Research potential. It's possible to be teching fast due to Specialists and Great People, have positive income due to Shrines/Specialists, and be running 100% Culture rate... though it's better to try to minimize WW along the way.
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If you look in the ..\Assets\XML\GlobalDefines.xml file all the WW modifiers are listed. You can see how to best go about minimizing the impact of WW from that.
I know there is resistance to the idea of modifying values... but if you don't, how will you be able to find out what settings you know are fun for AW to suggest them? And even if it never makes it into the core game, having a AW mod the SG community likes can be used for AW games, and the base game used for others.
Code:
<[i][/i]Define>
<[i][/i]DefineName>WW_UNIT_KILLED_ATTACKING<[i][/i]/DefineName>
<[i][/i]iDefineIntVal>3<[i][/i]/iDefineIntVal>
<[i][/i]/Define>
<[i][/i]Define>
<[i][/i]DefineName>WW_KILLED_UNIT_DEFENDING<[i][/i]/DefineName>
<[i][/i]iDefineIntVal>1<[i][/i]/iDefineIntVal>
<[i][/i]/Define>
<[i][/i]Define>
<[i][/i]DefineName>WW_UNIT_KILLED_DEFENDING<[i][/i]/DefineName>
<[i][/i]iDefineIntVal>2<[i][/i]/iDefineIntVal>
<[i][/i]/Define>
<[i][/i]Define>
<[i][/i]DefineName>WW_KILLED_UNIT_ATTACKING<[i][/i]/DefineName>
<[i][/i]iDefineIntVal>2<[i][/i]/iDefineIntVal>
<[i][/i]/Define>
<[i][/i]Define>
<[i][/i]DefineName>WW_UNIT_CAPTURED<[i][/i]/DefineName>
<[i][/i]iDefineIntVal>2<[i][/i]/iDefineIntVal>
<[i][/i]/Define>
<[i][/i]Define>
<[i][/i]DefineName>WW_CAPTURED_UNIT<[i][/i]/DefineName>
<[i][/i]iDefineIntVal>1<[i][/i]/iDefineIntVal>
<[i][/i]/Define>
<[i][/i]Define>
<[i][/i]DefineName>WW_CAPTURED_CITY<[i][/i]/DefineName>
<[i][/i]iDefineIntVal>6<[i][/i]/iDefineIntVal>
<[i][/i]/Define>
<[i][/i]Define>
<[i][/i]DefineName>WW_HIT_BY_NUKE<[i][/i]/DefineName>
<[i][/i]iDefineIntVal>3<[i][/i]/iDefineIntVal>
<[i][/i]/Define>
<[i][/i]Define>
<[i][/i]DefineName>WW_ATTACKED_WITH_NUKE<[i][/i]/DefineName>
<[i][/i]iDefineIntVal>12<[i][/i]/iDefineIntVal>
<[i][/i]/Define>
<[i][/i]Define>
<[i][/i]DefineName>WW_DECAY_RATE<[i][/i]/DefineName>
<[i][/i]iDefineIntVal>-1<[i][/i]/iDefineIntVal>
<[i][/i]/Define>
<[i][/i]Define>
<[i][/i]DefineName>WW_DECAY_PEACE_PERCENT<[i][/i]/DefineName>
<[i][/i]iDefineIntVal>99<[i][/i]/iDefineIntVal>
<[i][/i]/Define>
Also, Civics can be fooled around with too. The idea for 20% reduction in WW from base Civics just needs to change a few values in ..\Assets\XML\GameInfo\CIV4CivicInfos.xml to do so. Then it can be tried out, and if it's what the AW community likes, made as a more convincing case having been verified to be what it's intended to be.
Code:
<[i][/i]CivicInfo>
...
<[i][/i]iWarWearinessModifier>-20<[i][/i]/iWarWearinessModifier>