I agree with your logic for using insta-heal. I disagree with the logic of ZYX that use of insta-heal is a reason not to build a Barracks (because of 10 xp vs 15 xp to get promos). An early rush needing more units faster is a good reason not to build a Barracks. Trying to limit the starting xp of a unit seems counter intuitive to me.
realistically, the Barracks is a waste of hammers or gold. You'd have more archers without it and therefore a better chance at winning.
@MadDjinn, aren't the best early rushes *usually* done by the use of Swordsmen? Or is it better to do what Wainy did in his Bab2lon videos? Supposing you don't have a Civ with a Unique Unit based on Archery (in other words, having simple archers/warriors).
What are the best policies to pick then? And what's the best strategy in your opinion?
I sometimes find myself settler rushing. No, not buying settlers, but actually running around looking for a new spot, catch a barb ruin that gives me a map showing an AI, then plant myself 3 tiles from the AI cap.
archers+scouts ftw! No uniques needed. Just DoW once you've got 3-4 archers ready at your cap. You'll be close enough to draw their forces to you for an easier kill. Once all warriors are killed, surround the cap and start shooting. Don't forget to steal a worker and use it as bait if they have an archer/chariot archer/whatever in their capital. They can't resist getting a worker...
Scouts are faster to produce, than warriors, and you never mind losing one or two (plus they can move through rough terrain better, meaning you can leave them behind your archers until you're almost finished with the city). If they survive, they can head off looking at the rest of the map.
of course, the above only works, on purpose, if you catch a map by turn 4 (as long as it's not just water). As well, it helps to have an AI within 14-18 tiles, if it's mostly open terrain, within 8-10 tiles, otherwise (civ dependant of course). You can luck into catching their 'normal' 2ndary city location and therefore slow them for a number of turns while they walk it elsewhere.
and well, be careful who you rush. Babylon will laugh at you with their Bowmen and a fast Masonry start+walls (which they do).
though, realistically, the best 'rushes' are the ones that launch before turn 30. By that time, the AIs are into classical and some have decent units.
I consider swordsmen more of a 'timing attack' than a rush. You take a lot of time to get it ready.
Otherwise, Honour, honour, honour.... Always get the free GG/faster production 2nd, otherwise get the XP boost for archers and Discipline for melee pushes (as a 3rd policy, the opposite one as the 4th).