I don't think we'll have human barbs before turn 30, though that does need checking; also, I thought they won't enter borders until atleast half the civs on the continent have a second city? Either way, I would suggest using the 2nd warrior (which we get on turn 21) to defend the worker and not the city; if we have to we can get a warrior in 2 turns working the plains/hill/forest (and losing 4 food total). I would also not be averse to building warriors while we grow from size 2 to size 4 after turn 30, but that could always change depending on what we see. We will also have the capital borders expand on turn 25, so we will have even greater warning of barbs.
EDIT: Barbs don't appear until turn 25 on monarch, so we should be OK with the early worker so long as another team doesn't try to screw with us. As to the archery: It depends, IMO, on the location of copper, and if we need to go for AH for food for the second city. The only real problem I have with getting archery immediately after BW is if it really impacts growth, but the only way it should do that is if we don't have any copper nearby to settle with the second city, and if every single food resource requires a pasture. It would delay us from getting pottery and AH by, probably, 10 turns (that's the amount of time it takes to research Hunting and Archery, which is the same amount of time it takes to get AH). If we could settle copper with our second city I would obviously be against getting archery prior to AH and pottery.
EDIT2: If people really want a third warrior before the settler, it basically costs us the second worker and a switch to slavery to slave 2 pop (4->2) to get the settler by turn 30. If we delay the settler to turn 33, we can get a second worker on turn 30. Because of the timing to get archery, we won't be able to build any archers until turn 35 (estimate, and that is delaying chopping into settlers/workers for no reason other than to build an archer because we want one, we could always chop out an archer if we need one but I can't see a reason for that unless we really need one). It also leads to unsynchonised chopping; if we don't get the third warrior, the timming of the workers allwos to them to both finish choppng at the same time, so we can spend 2 turns growing and the third building a worker/settler, which allows us to grow to size 4 quicker and start using mines sooner.
EDIT3: OK, new path: Normal openning to turn 21; move worker 3 onto grass forest, chop, build warrior til size 3, revolt to slavery on a turn prior to the forest chop being completed. Chop coincides with growth to size 3, build a worker,
Turn 25: slave worker2 for 1 pop W1 (Worker 1 moves 4 onto plains hill).
Turn 26: Overflow into a settler, W1 chops, W2 moves 2.
Turn 27: build warrior, W2 chops
Turn 28: chop into settler
Turn 29: chop into settler
Turn 30: Build warrior, W1 mines, settler 2 turns from completeion
Turn 31: W2 mines
Turn 32: Warrior3 built, grow to size 3, work mine, build settler
Turn 33: Settler complete