Good turnset, Piko.
A couple of observations.
The barb cities do count towards the dom limits.
Besh is about to grow, and is already at the happiness limit. (Drat this war-weariness). I suggest whipping the galley. Either now, before the end of the turn, or immediately after growth. After this, I'd switch the working tiles to include the sea to slow growth and gain commerce. Either that, or simply accept the unhappiness until we get gold online (many turns away) and whip as needed.
As we accept peace treaties, the barbs are no longer able to affect those civs. We need to think about this. It really depends on whether we want to go for dom or conquest. If dom, then peace is desired. If conquest, we probably do NOT want peace with more than perhaps a good trading partner. Remember that barbs do no negotiating. They cannot declare war on their own! Unfortunately, I do not think we will be able to get peace with everyone, so I don't really think that the war weariness will go away. We are also unlikely to get a religion of our own (unless we take it by force).
A closer look at the map leads me to believe we will be able to get everywhere with galleys alone, but there will be areas where we need to build cities to let cultural growth bridge the gaps.
In the near future, we need to settle on the right next to the stone. This will let the gold and seafood into the city's fat cross after growth. I think we need to start the worker down that way as it is a several turns trip at the moment, until we clear jungle and/or build roads. The worker should start on making the stone available. In the meantime, we need to start Stonehenge, probably in the capital. The capital needs time to grow a bit away from building workers/settlers and I see Stonehenge's need in any scenario we choose to follow.