I'll accept my self-nomination here.
The assumption MOTH stated with his questions holds here, of course.
1. I think at this early stage, peaceful expansion is more efficient than war. Perhaps towards the end of the term a violent approach could be considered.
2. I think heavy trading is important to ensure tech parity.
3. It depends on the danger of the demanding civ and your definition of "harsh" (I'll assume something other than gold or maps or a tech they could get cheaply). If it is a civ that cannot reach us quickly or if our military can fend off their attacks, refusing the demand would be okay. If we don't think our military is strong enough to defend us (meaning the loss could be worse than giving in), giving in would be the reasonable choice. We should try to avoid giving in to demands that will make them more powerful (strategic resources in particular).
4. I don't think the free unit support limit is really the factor for number of units to have; we should first have enough units to explore, then some MPs, then enough to provide a sufficient defense so a sudden attack wouldn't be crippling, then enough to attack if desired. Specifics are difficult to give in a general situation.
5. I usually like to send warriors/scouts in each open direction (possibly up to four, depending on the landmass), and curraghs in both directions, with more if more possible paths appear. Less warriors/scouts and more curraghs if it is an archipelago.
6. Since this is the first term, the focus will be primarily offensive units. Late in the term, if we plan to attack a strongly defended position, some catapults might be needed (generally on Emperor cats aren't needed for most attacks).
7. The tools for expansion (ie settler and worker production) should be set up first, then there should be some cities to start producing military units.
8. Scouts and a couple of MPs can be regular, then the rest should be veteran. Ships also can be regular (although I'm sure that wasn't an intended point).
9. If there is a lot of money without an intended purpose, I typically will establish embassies. If money is limited, I typically will only establish them if I have a specific reason to do so (other than just to make them happier).
10. It means it will take longer for explorative methods to meet new civs. It doesn't really change planning, the exploring units just have to continue to try to find new civs for a longer time.
11. I probably wouldn't try to force a GA. If I did, I would try to make them use it in despotism fighting someone else (in such a way our enemy wouldn't be a problem).