@Isembard
Yes, Longbeards come in 2nd era, at the time of heavy infantry, so that they are upgrade of hammerers, and function as main dwarven infantry.
I'd like to receive help with civpedia very much, thanks. I added, however, a lot of descriptions already, so it will be best to wait until beta, so that you see what's needed.
@Amesjustin
Which version do you refer to? Generally, flavors are crap. In 1.1 version, tech tree is normal (no civ-specific branches) but it functions well. You don't need to prevent AI from trading useless techs. This is already well implemented in civ3. There's an tutorial on this on civfanatics - on how AI values various things and on this basis, chooses which tech to follow. AI will always choose the best one for him, and ignore the empty ones. Same with trading - useless techs are worthless for AI (they go for like 10 gold), unless there is still another AI that could buy that tech for higher sum, because it needs it.
In 2.0 I used civ-specific tech trees, so many techs (like Slavery, Necromancy, Vampirism, Monotheism, Knightly Orders, Monasticism etc.) are available only to certain civs or groups of civs. It restricts both AI and the player, so is much better than flavors, which only steer AI. I'll use flavors only non-exclusively to set building preferences (not sure if it is the right term - I mean using relations like 50-50 rather than 0-100).