A lot of little bookkeeping/tidying up you could do if you want to. Since you're at most 10 turns from winning this game I suspect it makes literally zero actual difference at this point; the limit at this point is simply movement times, and nothing you produce from here on out in your cities is likely to even reach the front in time to matter. But in case it ends up relevant information for future games, I'm gonna give a quick glance over the empire.
Almost all of your cities could be producing more hammers than they are right now; workshop for plains cottage in Krikav, workshop for engineer specialist in Coanda, coast for mine and workshop in Lymond, coast for mine in NZ, grass cottage for plains cottage in Gumbolt, coast for mine in Jnebbe, idle citizens for workshop and plains in Etruscan, and so forth. There's also a few of your more recently-conquered cities with some baffling tile decisions probably due to not checking their tile assignments again when the borders popped - e.g., Lagash is not working its bananas or clams, and is instead working 1F2C coastal tiles while starving.
As you move into State Property in games you don't expect to end within 3-4 turns of unlocking it, you often give up on slavery entirely - throw down workshops almost everywhere, sit in Caste System all the time. In this case it doesn't really matter of course.
You're getting a lot of theaters in new cities, and it's not necessary. Vassals will never take tiles away from their suzerain's culture, even if it's 99% vassal culture and 1% ruler culture. Culture isn't useless - nice for pushing down "yearn to join the motherland" unhappiness or expanding borders to get domination victory land - but it's a pretty small benefit. 50 hammers isn't a huge cost, but it's something. You've gotten about a dozen theaters, which could instead (for example) be about another handful of cavalry - maybe enough to win the game a turn earlier, or in a more competitive game win a war that would otherwise be a stalemate - or possibly enough added wealth to research Communism a turn earlier. Another turn of State Property (worth ~400 gold right there) and in a more competitive game getting to it a turn earlier might mean winning that free Great Spy.
It's also worth it to check when you conquer a new city if any particularly important buildings got lost on conquest. For example, Augsburg has no granary.
If you were not on the verge of winning, you'd probably be looking for an opportunity to get more workers for the State Property transition some time around now - get more workshops laid down faster, since you have a lot of workable tiles that could benefit from some worker attention. As it is, of course, by the time you could build the worker and the worker could make a workshop the game will probably be over anyways; it's something that would pay for itself on a ~20-turn time frame, and you're going to win in ~10 turns.
You can make some small gains from trades with AIs. Open Borders with Hammurabi, 70 gold in tribute from Charlemagne.
Frigates should be moving to cover the Galleons; that is their purpose in life now. Maybe they were already headed that way, not sure.
I don't know where that rifleman on board your galleons came from, but he's ugly and I don't like him.