Couldn't disagree more. OR is relevant.
You can say it's relevant. And I can say that I'm having a pet elephant type this for me. They are equally true. (my keyboard is intact, by the way).
It's not a matter of disagreeing or not:
you are adding information that is irrelevant to this decision making process.
Anybody can take advantage of the OR hammers, independent of the presence of forges. That is a FACT. They come with separate technologies and pre-requisites for use. I'll pass on discussing why OR might not always be the best (or even possible) option for the purposes of this thread.
If you couldn't build forges for some reason, would you forgo OR? If you didn't have OR, would forges suddenly become useless? Get OR out of this discussion,
it's useless for considering the value of forges. It has great merits but it has nothing to do with barb galleys at all.
I'm an all farms and mines guy
Each of my cities possess more base hammers than the ai, and more multipliers for those base hammers.
Early in the game, available mines are finite. Any claim that you have more base hammers than the AI during the time period where MC for barb galleys is an option is entirely based on the terrain available to you...in an average game you will not have any more mines than me or anybody else (unless they are cottaging their grassland hills or something).
Read: you will not have more base hammers for the time period of MC vs the other techs is a relevant consideration in this thread. I'll address why you probably have
less base hammers in a minute. The multiplier advantage is probably true, but is that really a better investment than more workers, settlers, or faster military? Than higher ROI libraries?
When I'm at +50% while some of the other civs are at +25% and most are at +0%, that is significant.
Another baseless claim. It might be true, it might not be true. First, I am again removing your *completely irrelevant* 25% OR bonus from this discussion. Now, we have the more relevant consideration:
does teching metal casting and building forges before 500 BC have a higher return on investment than its alternatives?
Very situational. Very. What if you have that seafood that causes you to "prioritize" metal casting, and not a single gold, silver, or gem resource available to you? Or even if you do have one or can trade for it? +2

? You can work 2 more tiles. Let's be nice and make them 2 more grassland hill mines. 6 base hammers, 25% bonus. 1.5 hammers.
Whoops, someone went aesthetics or alphabet to trade (or otherwise got to monarchy sooner) and got to work an extra mine on top of the 2 you had. Oh look! 3 hammers. Double the output of a forge, which by the way requires up-front hammer investment...from working more tiles!
If the mines aren't there we can substitute grassland farms or whatever you want. The fact of the matter is that if there are good tiles to be worked, going MC to the delay of other techs is going to keep you from working those tiles, and that is going to put you back. Now, if you have all 3 mineral resources and the forge is worth +3

, the investment in it isn't as bad. It's situational, but you're way off base always prioritizing them. +25% of 6 has nothing on +0% of 9. A % increase still needs a better base.
My game revolves around food and productivity. Forges are essential to that style. Most of those other techs are pretty useless to me.

. So, let me get this straight:
- Techs that let you work more tiles? Useless.
- Techs that allow direct conversion of

to

or

, which gets multiplied by the forge? Useless.
- Techs that triple your effective research rate oftentimes? Useless.
- Techs that allow you to afford additional cities...bearing in mind that more cities can also be thought of as "base hammers"? Useless.
- Tile improvements that allow you to afford more cities before they're settled by opponents? Also useless.
Leaving aside that you were saying on another thread that warmongers are fundamentally flawed and that warmongering is the only viable thing you can do with hammers if you are focusing on them so much without your converter techs in the BCs, it sounds to me like you are severely stifling your food and production by limiting your caps and researching a tech that frequently gives you a poor trade return.
Don't get caught up in % bonuses on small base amounts. You have other priorities than forges early game in a lot of games (note that sometimes MC truly is a worthwhile early investment, it's just rare that you'd get it before the techs I listed in most games).
Your logic sounds like the kind of person who would whip a library in a cottage city, removing citizens from cottages for "25% more research", even though doing that makes your research worse. It seems from the post I quoted that you don't use this tile improvement even if it can pay for more expansion, but it remains a good analogy.
Another analogy is to avoid expansion because it drops your slider, ignoring that 30% of 100 is more than 60% of 40 or 100% of 10. This is exactly what you've said you do, but with hammers.