NO FIXED ERAS
They are artificial, and too often Eurocentric, and almost always utterly unrelated to anything actually happening in the game. When was the last time, in any Civ game, you had any reason for a Rebirth (Renaissance) of any kind?
Instead, 'Eras' should represent Singularities when the very concept, culture and ideals of your Civ change - and they happen based on what is happening in your specific game, and happening to your specific Civilization, not magically all over the world no matter what most of the Civs are doing at the time.
Note also that many of these are directly related to Physical changes that could be reflected on the Civ/Map graphics: Agriculture, Bronze, Iron, Steam, Electricity all transform the very appearance of cities and their surrounding landscape: the fact that your neighbor has discovered Iron Working or Steam Power should not come as a surprise to you.
In civ6 you have Ancient, Classical, Medieval, Renaissance, Industrial, Modern, Atomic, Information and Future.
Personally I dislike this division, because I think it's absurd that you get the same amount of eras for preindustrial 5700 years of history as for postindustrial 150. I also have the intuition that for the majority of players very modern eras are less interesting by their very nature, and I think the issue is tied to the game's problems with pacing and 'second half of the game being stale and boring'.

Quoted to avoid rewording the same good points. Since not all Civs (in game or in reality) share the same social events or knowledge, globally, at a given time, and as the eras are based on the Tech tree, any historic eras defined mostly by sociocultural periods (e.g. the dark ages, the renaissance, the enlightenment, the cold war, etc.) should be avoided.
The more general and impactful era defining focus would be the
tool of power that drove that era, changing the way that people lived, industries & armies operated, and empires rose & fell:
Stone Age* (Neolithic-Ancient):
Shaping of natural objects to create new improvements
Metal Age* (Ancient/Classical-Medieval):
Reshaping of natural 'compounds' to make new materials
Gunpowder Age (Medieval/'Renaissance'-'Colonial'):
Recombining of natural 'elements' to spark new reactions
Machine Age (Industrial-Modern):
Arranging of manmade parts to engineer new self-powered technologies
Information Age (Atomic/Space-Future):
Simulation of manmade thoughts to program new virtual agents
*Stone Age could be swapped for Copper/Bronze Age, and the Metal Age for the Iron Age, depending on the time scale of Civ VII.
-Fewer eras mean each has a greater impact. For example, allowing for 1, 2, maybe 3 units per promotion class per era, before something distinctly different & better replace them during the following era. The same goes for industry, infrasctructure, methods of travel, communications, heating, etc., there are upgrades on the current base tech, or entirely new [era] techs.
-These are individual to the player, and not a Global era (as is currently the case in Civ VI), and are initiated by discovering, deploying, or copying 1 or more key Technologies.
-These would be gradual transitions (e.g. the combustion engined motorcar is more a relic of the Machine Age than the Information Age, starting, perhaps, with the driverless electric car), and so require 'levelling up' your Cities to gain the benefits of the current ages' tech, infrastructure, & economy (at a cost), while rural areas deemed unimportant may remain 'left behind'.
-Gives players the choice to race ahead toward the next era (e.g. few Strategic resources suiting the current era) or better settle into the current era, racing for more upgrades within it, so that, for example, your army of unique units is still useful by the time it's deployed. Upgrades within allow continued competition with those an Age ahead, at least initially, until that Age upgrades.
-Each era may host varied gameplay mechanics, tactics, or objectives, alongside different vital resources (type of material, type of mount/vehicle/vessel, type of fuel/heating/lighting, etc.).
-Each Civ could have unique abilities, buildings, and units that either focus on one particular Age, or span over several Ages, with each Age lasting longer than the current eras in Civ VI.
Yes, the Metal Age may be further divided into a Bronze Age & Iron Age, but fundamentally, the regular & best
tool of power in this period, that seperated it from the simpler methods of the last, was metal alloys, and I do not see that having changed enough during the Medieval period to establish it as a seperate era (via the Tech tree). Instead, the development of chemistry, gunpowder, & alchemy gradually proliferating across Asia & Europe during the 'middle ages' seems to have ultimately granted power over earlier age Civs, and divides the eras effectively. World Wars 1 & 2 would coincide with the end of the Machine Age here, as they include only improved units based on machinery, but did not utilize Atomic/Space/Information era Tech.
We could have separate eras for the tech tree and civic tree (or whatever their equivalent end up being), one reflecting the stone-bronze-iron-etc progression (possibly with some break in the iron age category), the other more an intelectual history.
I like this idea too, since progress is equally being made through the Civics Tree, and so should have equal importance. Such eras could easily relate to Dark/Golden ages, or Great Ministers/Revolutionaries. These era-altering social events might help less advanced players to catch up with a more technologically advanced player they interact with, and conversely, those steamrolling scientifically ahead may be slowed by revolutions or dark ages (e.g. workers revolts), making an anti-snowballing mechanism tied directly to Scientific and Cultural progress, and requiring some strategic balance between the two, representing a mechanic in which the populace demand change, but detest to much change.