First, I have not added any buildings to the game as yet, and those that I will add will be strictly for the WW 2 scenario, mainly to offset the US lack of cities compared with the Japanese. I have modified the Wonders, but that fact does not really effect how I research the Tech Tree. When I played the epic game maps, I first went for Ironworking to find out if I had any Iron and to get the Swordsman. No iron reasonably close by, I dump the game (personal preference). On a modified map, I know that I will have iron, but still go for it to get the Swordsman. I prefer them over Warriors for explorers, when not playing Expansionist Civilizations. Being Seafaring, I head for Mapmaking next, for the galley and Great Lighthouse, not because of any changes I have made to it. After that, Monarchy. I prefer that to Republic, being a monarchist in some respects. I did direct Bobweiser to the Republic slingshot as an alternative. Elephants nearby, I will adjust that and get the Statue of Zeus. Nice to have, not vital. I will admit to using Accelerated Production, as the pace of the standard/epic game at time is somewhat glacial.
For tech trading to work, you need three things. First, AI at, near, or above your tech level. Second, contact with them. Third, a reasonable basis for a trade, i.e. equivalent technologies, coin, or resources. If I play the standard game, I play on huge water maps, with less that the maximum number of AI. For most if not all of the Ancient Age, I have no contact with any AI. No contact, no trading. By the time I am out of the Ancient Age, I normally have the tech lead, and work on keeping it.
As for the printing press, I build that when I have a city that would benefit from the boost of Shakespeare's Theater, and I am willing to deal with the accompanying pollution. Researching the printing press for possible trade means that I am not researching something like Astronomy or Magnetism or Navigation, that I really need, being a Seafaring civilization. Having looked through the civilizations and their preferred government types, I can see that the Printing Press would be a good thing to have for trade. But researching it means not researching something else. Or hoping that the AI that I do have contact with happen to research the right tech that I want, and being able to trade for it. I simply do not want to be dependent for advancement on what the AI happens to research.
As for Ironclads, now that they are a separate tech to research, if I had to stay with their original combat rating and upgrade, I probably would not research them at all. The combat rating in the game is ludicrously low, and after having a few sunk by galleys in their original form, I quit building them.
Having spent some time studying the editor and seeing the advantages the AI has at the higher levels, I can see why the AI could easily achieve a higher tech level than the human player. At that point, tech trading is a viable option, more of a matter of survival for the human player to be more precise. Probably playing on that level would not fit my style of play at all. The style of play that I suspect that I would have to use is not one that I would find very enjoyable, based on comments and screen shots on the forum.
At lower levels, if you are playing a One City or Limited Number of City challenge, then tech trading is a must. While playing the 31 City State scenario, I did engage in tech trading out of necessity to start with. However, having 5 civilizations on a small island, all in immediate contact with each other does help. Once I took over my island and finally got in contact with the other ones, I discovered that I had the tech edge, and trading became somewhat one-sided. My techs for their maps and gold. Once I had two islands, and 10 cities doing research, it turned into a runaway for me. That was a special case, I would admit.
Regardless of whether I modify the game or not, my approach to research is going to be the same.
1. What is my starting position, what is my civilization, what type of victory am I aiming for, what are my civilization's traits and starting techs?
2. What techs do I need right away, that I wish to research myself to make sure that I have them?
3. Which techs will give me the most benefit based on my starting position? Having 3 or 4 luxuries nearby would make Currency very valuable for the marketplaces.
4. Which techs fall in the nice to have category, but are not immediately useful? Horseback Riding when you do not have horses is a good example. Mapmaking for a landlocked Pangaea map could be another.
5. What government type am I immediately shooting for? Monarchy takes longer to get to than Republic, so getting techs for Monarchy via trade or goody huts is a big plus.
Once those questions are answered, I lay out my research pattern for the Ancient Age, and then for each succeeding Age. At the start of each Age, I lay out my research path for the entire age, identifying which techs are crucial, which techs are nice to have, and which techs are ignored for me to get from where I am at to where I wish to go. That framework helps in determining what decisions to make when changes occur. No coal for railroads, we have a problem. Change research tree and head for Refining, maybe we have oil.
However, you need to have a pattern in mind for what you wish to do. That is going to hold true regardless of what level you are playing at or what modifications have been made to the game.