No problem Bugs, I advocated for a switch to Mobilization as well. And I have made my fair share of mistakes this game...
Techs - We have 7 techs needed to get to Amphib Warfare. At 40% research, we are currently producing 331 beakers per turn.
Industrialization requires 3600 beakers and we can do that in 8 turns at 60% science rate (which is 450 bpt).
The Corporation requires 3000 beakers, at 450 bpt, that is 7 turns.
Refining requires 4800 beakers, that's 11 turns.
Steel requires 4200 beakers, that's another 10 turns.
Combustion requires 4800 beakers, another 11 turns.
Mass Production requires 4200 beakers, 10 more turns.
Lastly, Amphib Warfare requires 3600 beakers, 8 turns.
To complete Amphib Warfare will require us, at 60% science (the way we are currently configured), at least 65 turns.
If we think we can take the Barbs out before the 65 turns are up, then we should consider demobilizing.
On the military front, our Army consists of:
7 Crusadres
3 Trebs
22 Medieval Infantry (upgrade to Guerillas)(3 in Army)
3 Armies
23 Cannon
30 Cavalry
9 Rifles
3 Muskets
1 Pike
4 Swords (3 in Army)
1 Spear
1 Archer
30 Workers (not counting slaves, with slaves,a total of 89 workers)
2 Settlers
Our Navy:
14 MoW (counting slaves, a total of 21 MoW)
1 Galleon
It looks to me as though we have to produce Infantry and Artillery to win this game. Infantry cost 90 shields and Artillery 80, in mobilization, we can pump out a unit in 4 to 5 turns in most larger cities. We can use cash to upgrade Medieval Infantry to Guerilla and Cannon to Artillery, so most of our builds will need to be Infantry as we have a lot of Cavs at the moment. We can build Armies about every 10 turns.
I am having a hard time envisioning that we can defeat the Barb nation in less than 65 turns, although I have been known to be wrong before.

The key tech, Replacable Parts, is ours next turn. The rest are just a necessary evil to get to Amphib Warfare. I have not seen mention of us meeting Barb Infantry yet but perhaps we will when we get to the continent.
Although extremely bloody, I have defeated Inf with Cavs before, as long a Artillery are available.
Economy/Production
Factories cost 240 shields. In most cities, averaging 30 shields production, that means at least 8 turns devoted to building them. That is 2 units per city in trade off. Will Factories give us enough of a boost to recover the time lost in building them if we can take down the Barbs in 65 turns?
EDIT - Forgot to mention the production increase we will see from railing as well. Once the strategic network is up, we'll need to prioritize cities and rail out from most productive I imagine.
Bottom line:
I am thinking that we are fine where we are and can use Mobilization to make up for the shields we'd lose by not building factories and Hoovers'. Given the time line, perhaps it is time to build some Cav Armies, use our current Armies to shield our artillery stacks and flood the Barb Continent with Infantry units so they can expend themselves on them. So, I am advocating that we go for it; the time to begin our relentless attack is at hand?
This decision is somewhat irreversible as to demobilize we have to declare peace with someone, although if it doesn't work out, I suppose we could declare on the Dutch or Mayans and then make peace to demobilize.
That's my back of the envelope analysis. What do you guys think?
