I don't know what level you're playing, Hambil, but many of the strategies you mentioned won't work in a random game at a mid-to-high level, let's say from monarch on. The Oracle does give you a free tech, yes, but the saved turns are minimal if the tech is useless: the Oracle is most useful when you get an important tech down the priesthood path with it. The famous CoL and CS slingshots are the perfect examples. Let's say you build the oracle and pick... alphabet. What have you gained? The main benefit of this wonder is to discover VERY early expensive techs, not any tech will do.
The Pyramids can be as effective as the Oracle, because you can rushbuild another big wonder with them: the Great Library, for example. These two wonders, if rushed properly, can be an obscene science booster early. Ofter they're almost as powerful as the Oracle itself, provided it can reap the maximum reasonable benefit, that is civil service.
The main downsides of founding many religions are that you deviate from the main economical/military techs, and you fall behind the AIs in tech subsequentially. But founding five or more religions (which is almost impossible at said levels, at least for me

) makes the other AIs have less, so there will be more friendship between them, as they share the same religion. You WILL fail to get at least one religion in most games, and that religions has a good chance to spread to many neighbors.
The "staying ahead" is a dream once the computer players start to have big bonuses, as the levels go up. The human almost always has to climb his way out of the hole where he is at the start of the game. This is why early wars are often a good bet: simply expanding until you meet the other civs' borders won't get you enough land to dominate the economy later in the game.
I don't have Warlords, but I strongly suspect that most AIs will still go for Buddhism 99% of the times. You should aim for that tech only of you start with mysticism, and can work at least one or two 3+ commerce tiles from scratch. Else, your first tech could be completely useless (this has happened to me a lot of times). The first techs are the most critical ones, failing one gets you deeper in the hole of which I spoke before.
There is no must-have resource! There is the best use for each resource, though. Going crazy to get stone in your second city can hamper your economy from the start. Founding a good second city with copper is a better move, since those axemen can go to silly Gandhi who spent his time building the pyramids with that stone, and conquer his empire and pyramids. You have to adapt to the game, there's no fixed strategy.
About war, most of the time it's not luck but skill that influences the fight. The skilled player can win wars without a tech advantage, by simply choosing the best conditions to fight. Defend if forested hills, use promotions wisely, develop some logistic are all things that can improve dramatically our odds. I've seen AW games where the player lost less than 10 units (not counting cats), because of his great skill.
Then, there's no event that can "trigger" a war, except if you refuse tributes or something like that. The AI is not coded to attack when it has battleships: I got some games in which I was spreading my religions via caravels in the 1900s, and that was all of my navy.
Size 30 cities are quite an achievement, but couldn't that city better have been used with cottages instead of grassland farms (which it would likely have if it's that big)? 10 towns is more output than 10 scientists.
And finally, about forests: if you have a 2f/3s at the price of running envorinmentalism for one extra health, you might as well have a workshop and state property. Better civic with a large empire, and more shields. There's no health, but you got hospitals, so who cares?
I hope this helps, good luck with your civ!