Libbing steel on deity is certainly ambitious and nothing you can hope to achieve in any game or even half, but when it works out it's loads of fun.
I did it here:
https://forums.civfanatics.com/threads/immortal-university-xviii.319650/page-4
I see now that I didn't write up so detailed the period up until lib. It's often a quite uneventful period, and quite often it's alot of focus on tech trading and keeping an eye on options.
But the period after lib->steel and a massive whipfest and civic-swap dance is quite detailed.
It's not as if you can pick and choose, sometimes you have to settle for lib-chem or pp or nationalism or whatever you can get.
Usual recipie I follow is 1bulb into education and one into lib, but it can be 2 into edu, 1 into edu and one into chemistry or PP can also be the case (well, into PP is more common if you go for lib-rifling, which is imho way less effective and even more exotic. (Probably just me who don't know how to do it good.)
Things that tilt you in that direction is a close neighbour, lack of horses (or just a tough neighbour that would give you unacceptable losses if you go cuirs).
You also need good teching power and/or GPgeneration. (In that shaka game I had good opportunity for GPerson generation and I had a killer capital, only ting that was lacking was some trait like phi/fin).
You also have to keep eyes on the general pace of the AIs, and if on a continent that means checking wonders abit. If you see univ of sancore built in a distant land when you reach CS, or if taoism is founded abroad at a early date it's best to simply scrap any hopes of such a ambitious goal. (Might be best to simply ignore lib at all.)
With regards to pre-reqs, it helps alot if you manage to trade for both engineering and gunpowder.