I'm not really at a point where I want to start shuffling things around, especially not in the early game – unless there's a really convincing change to be made. I'd like to rearrange the tech tree at a later time, but that time may never come. I don't want to end up with a set of balance and historicity changes that are neither easy to learn nor comprehensive. I would be willing to move Trireme to BW right away and Slavery elsewhere if there was a good elsewhere. (For additional context, Warlords had originally placed Trireme at Saling with BW as an additional requirement. BtS moved Trireme to MC, perhaps, mainly, because space was needed at Sailing for Moai Statues and the river trade ability.)
I think moving Slavery to Masonry makes the most sense flavour wise, [...]
Only brings to mind enslaved Hebrews pulling stone blocks in "The Ten Commandments." Building the Pyramids through slave labor doesn't even work well in the game because of the hurry penalty for wonders. Maybe if Archery were renamed to become some sort of social stratification tech ("Warrior Code" in Civ 2). But, then, Archery enabling Archer just makes a lot of sense.
Hunting is rather worthless at the moment, especially if no livestock is nearby.
I like to think that it's already better in AdvCiv. Of course much depends on whether goody huts are enabled. I've tried to make that option more palatable by awarding only partial progress toward any expensive techs. With huts, given the changes to Barbarian activity (and Scout having +100% defense against Barbarians), starting with a Scout is a significant advantage in my estimation. Also, scouting in rival territory is more useful in the mod because cities need to be revealed for trade routes and because AI military build-up is less predictable. That said, Hunting is still unlikely to get
researched by human players just for Scout or Archery.
[...] plus it makes sense to have some kind of hunting tradition before you can field military units like Axemen.
Hunting could be required just for Axeman – but neither "Bronze Working: requires Hunting" nor "Axeman: requires Hunting" quite have the ring of truth to them.
As you can tell, I really think that Bronze Working needs a nerf.
I don't think Slavery contributes much to BW being discovered very early most of the time. Can't normally use Slavery efficiently that early. Revealing Copper is a big deal for early defense and city placement, and chopping can also be of immediate use. In my draft of unlikely-to-be-realized changes, I've (lately) been trying to move MC before BW, letting MC reveal Copper and enable Spearman and Workshop with -1

+2

, but not Forge (-> IW).
I don't think that the precise time-period of when things were invented IRL is all that important; in my view, how the game element fits into gameplay is what's more important.
Not the date necessarily, but the tech should have some connection with the effect. Trireme at IW is a head-scratcher. Wouldn't be the first one obviously, but I'm not willing to add another for the sake of a minor balance change. Making the game strictly worse in some regard is usually a bad move for this type of mod; players don't tolerate that well in my experience.
For example, does it really make sense for wine-making to wait until the advent of Monarchy, when IRL, wine was being made c. 5000 BC? Nonetheless, I think it's good to keep the Winery unlocked at that later date, due to the Happiness incentive.
Wine grants 1 commerce from the start of the game. I think Monotheism would be a better tech for Winery, also gameplay-wise, but Monarchy would have to be given something else, and that gets too complicated.
As for Windmills: while Machinery might get unlocked a bit early compared to the IRL development of the Windmill (c. 9th century in Iran), I think that it's important to keep them there because they're the only way to get

out of Hills.[...] Since it's important to give the option to players to scrape some

out of Hills relatively early in the case of low

, it's important to unlock Windmills relatively early compared to their real-life invention.
Those horizontal Persian windmills would be fair enough for justifying Windmill in the middle of the Medieval era. The best place would be toward the end of the Medieval era imo, i.e. high medieval in non-Civ terms. At some point, I'd like to move Windmill to Engineering, and Lumbermill, along with the +50% chopping yield ability, to Machinery. Too big a change for now, considering that room would have to be made at Engineering. I'd see Windmill at Engineering also as a gameplay improvement because I rarely ever want to build Windmills when they become available at Machinery. Not enough happiness to support the population growth I guess. It's generally more exciting to unlock abilities at the time that they're actually needed.
Interesting point about Windmills sometimes being (badly) needed early on. Though I don't really see it. A Windmill hill will never provide a food surplus, i.e. won't help cities in dry lands to work their resource tiles. All that is gained from a Windmill is the non-resource hill tile itself. Hardly seems crucial. Maybe when a river runs mostly through hills; but that would be quite rare as the river placement algorithm tries to steer clear of hills.
And I won't drone on about it, but since we're on the topic...

I still say that K-mod-style Lumbermills (only +1

) should be available at Machinery like the rest of their Mill brethren, with their +1

coming with Guilds alongside the Workshop +1

, in order to make Lumbermills more useful. And if you want to talk about real-life/game correspondence, reciprocating saw-mills were in use as early as the 3rd century AD, with the Hierapolis sawmill.
Such discussions have a way of expanding. Of course I'm the one who started it in this thread.

I prefer to respond about Lumbermill in the old thread, along with the other reverted K-Mod changes.