A lot of discoveries running the sims.
First of all, once we are in the game some 30 turns or so, we get 2 to 3 bpt of research for just about each first column tech, and 5 bpt to archery from turn 1. About 20 bpt of research from barbs, twice our own research at that time!

We do start some 300 beakers behind at 0 techs, so we need something!
That is barb reserach bonus #1 ... a few beakers per turn toward all techs known by enough AI, whether you research it or not.
But there is barb researchg bonus #2 ... we have been getting 3 extra beakers per turn from the barbs for the tech we are researching. This adds to #1, so when I had 3 barb bpt for agri, when I started to research it, the extra became 6 barb bpt!

A 60% addition to our own 10 bpt.
Now, I am posting the final spreadsheet. I have come to the conclusion that Scout214 is right, and his plan is the best!
The point of beelining BW is to arm the barbs. The cost of that, as you can see from the charts, is our economy stagnates. Scout214 system gets BW only 10 turns later, and we have 1 more pop, and two farms built, so the economy is poised for good growth.
So is getting to BW sooner worth the loss of economic progress? I don't think so. Early BW does get more barb axes early, but they tend to be spread out over often uninhabited islands, are rarely in groups, and except for one lucky attack on Bombay, which they took, pretty much lose attacking archers in cities, as they have no backup. Even taking one city, and hurting one civ, is not worth the loss of our economic progress, IMHO.
The simple fact seems to be that the barbs are ineffective in this early stage, regardless of tech. So 10 turns faster to BW is not so useful as we first thought. Well, this is in the case that copper is not on our island, or iron (in the test game). If we have copper, is finding it 10 turns sooner that important? Again, I think not.
I have a turn 51 save of the S214 plan, and a turn 51 save of the warrior first plan (agri before IW). Both got IW at turn 89. In one, Oracle was built elsewhere turn 85, and henge before turn 100 in the other. Uplaoding those shortly.
Look at the chart, play around with the saves, and tell me if you can find a reason not to use the S214 plan.
There is not a meaningful commerce advantage to waiting until pop 2 to build worker, if for the worker we work the pig hill to max his speed.
If Lehm will indulge us, I'd like to get everyone's reactions to the sim chart before we launch ... arm the barbs or build our own economy is a strategic decision that I think we want to get right at the start.
dV
Now I am off to kick some Brennus butt in SGOTM 04