The PPP looks good!

Here are some comments, but most of them won't really apply to this 4-turn turnset.
It literally hurts to see so many units being whipped without Police State enabled, particularly since whipping is when we come close to realising as much of the 25% Hammer bonus as possible (typically you might only expect to get 15% to 20% bonus Hammers when not whipping your Hammers, due to rounding at the City level for Hammers). Exactly how many Specialists do we have hired now (plus the 2 Scientists from The Great Library) and that won't be whipped away over the next 4 turns?
At 3.75 Flasks per Scientist (since we have a Library in every City that has a Scientist hired), I guess a significant portion of our Research is coming from the Scientists. I guess the counter-argument is that "it would hurt so much to see so many Scientists hired when we aren't running Representation." So, I guess I'll live without the Police State for now.
On that note... there was great talk about Lightbulbing our way up to Military Science. Personally, I'm under the impression that War Elephants and not Grenadiers will be the way to win vs both AIs and versus a Wizard that can be reached without needing Paratroopers/Guided Missiles/or other air-based units, since War Elephants can get the anti-Drill Flanking II promotion and Grenadiers can't. That said, is the expectation that we're supposed to be running some Scientists constantly?
My personal thinking is that I'd rather focus on getting out an army as soon as we switch out of Representation, so I'd be fine with firing Scientists (except for the ones in Washington until we get our next Great Scientist there) and growing our Cities. Growth = some post-Police-State whipping plus some future Specialist-hiring. I mean, it makes sense to grow our Cities closer to their Happiness/Healthiness limits instead of relatively stagnating with Specialists hired for a long time, right?
I'm asking though because I'm not sure if anyone objects and is expecting Scientists to remain hired... but if no one speaks up, then I say that we won't need to plan to keep many if any Scientist Specialists hired after the 4 turns and possibly none after the 8 turns and I figure that if anyone objects to that approach, they should speak up now so that we won't be relying on whipping away population points that someone else wants to keep around. In particular, if someone does want to keep Specialists around for a long time, then I'd be really pushing to switch into Police State immediately, to make up for the loss of future whipping potential, if you see where I'm going with this line of thinking.
Another possible Worker priority to add, although it won't matter until after the 4 turns:
- Farming around Washington IF we receive a Great Merchant, so as to increase our Trade Mission's Gold considerably. If we don't get a Great Merchant, we won't care.
The only potential concern that I see with the PPP itself is where you say that we're sending a War Elephant to Panama but are sending an Axeman back. Do we have multiple units to go after the Barbs?
I mean, now that we're waiting to attack Asoka until after getting Galleons, we definitely want an 8-Experience-Point unit from the Barbs, although we don't want to capture the Barbs' City (another reason not to capture the Barb City is that it'll likely have 0 infrastructure, in contrast to some of the AI Cities).
My thinking is just that when the Barb Axes (if any) come at us, we'll want more than 1 unit around, in case our attacker loses the battle. As long as we have or plan to have at least 2, preferably 3 War Elephants/Axemen when fighting the Barbs, then I don't really see a problem with what you've got planned.