We have to be clear about how far into the future we expect this mod to be. Since we have one month per turn it won't be going too far. I don't think we should plan technologies for after 2050.
So most of the space techs are too far ahead. And so is, I guess, Climate Control.
And don't forget that we have to keep in mind the technologies of the present. Developing countries don't have researched every tech that we already have. Looking at the vanilla tech tree I presume that every tech is known in every country up to fission. Fission and everything that comes after should be in our tech tree, too.
One month ago I talked with NwabudikeMorgan about some techs, mostly non-military and social/cultural ones. Here are our suggestions:
(Post)Structuralism Basic tech for many cultural techs...1st to discover receives Great Intellectual
Solid Freeform Fabrication (=3D Printing) Enables civic
Knowledge Economy (see World 2008 thread)
Organic Farming Enables
Organic Farm Improvement (compared to conventional farms: -1

, +1

)
Genetically modified food Enables
GMF wonder, which provides resource
hybrid seeds, which makes (conventional) farmlands produce +1

and +0,5
Microcredits still to think about it
Privatization do.
Nationalization build a unit to nationalize foreign corporations so their gold benefit goes no longer to the foreign civ but the other benefits are still working
Research on Climate Change could give possibility to reduce global warming
Preventive State could enable the civic
preventive state that reduces danger of hostile espionage and terrorism, causes unhappiness
Surveillance enables building
CCTV (increases costs for hostile espionage/terrorism missions, but causes +1

)
Integral Medicine could add bonuses to hospitals
Renewable Energy more options on power plants
Solar thermal energy enables improvement
Solar Power Plant for desert squares
Electric Car +1

to Public Transportation system
Nanotechnology stll to think about that
Stem Cell therapy health benefits, health wonders etc.?
Gender Mainstreaming enables building
Daycare facility which increases: +5%

, +5%

, and +5%
Biopolitics enables building
Health promotion centre or
HIV prevention centre that could increase

I'd love to include a severe HIV problem into the mod that would constantly reduce population in underdeveloped countries until they build such buildings.
Integration enables civic
Multiculturalism
Consumerism enanbles
Mall (no UB) that increases

, produces
Web 2.0 dont know about that yet
Antipsychiatry enables building
Rehabilitation Facility that replaces Jail after that tech is discovered (IMO Jail should produce

in peace times). Will have the benefits of Jail without the just mentioned
Cogeneration upgrades factories and power plants
GPS might enable a project called
GPS that grants units a "morale"-like promotion (=+1 movement)