I never bee-line for trade. It doesn't really "do" much of anything I find critical for getting ahead in the early game. I get trade a lot earlier in games where I find the pre-reqs for trade to be more important.
The basic techs are all just so good. Markets and elder councils are extremely powerful in comparison to trade for the benefit they give compared to their cost in beakers and in hammers to build the buildings. Running a scientist and/or merchant in a high food city gets you fast early great people, which gives early economy and teching a big boost. Mining boosts hammers so much, allowing your empire to build units and settlers fast. Bronzeworking gives 4 power warriors if you have copper. Construction gives catapults that crush anything in the early game, and irrigation to grow your cities. Sanitation gives huge boosts to happy, healthy, and food. Even Runes of Kilmorph has many economic, building, and military benefits that make Trade pale in comparison.
To get to trade you have to get either horsemanship or sailing, as well as education and writing. These are good and important techs, but some are situational. I find for the amount of time it takes to get through these, you can get much further ahead getting critical early-growth techs first. But as I said in the beginning, if you need these techs earlier, then getting trade earlier too is a no-brainer.