CoL both helps your economy by enabling courthouses and the more useful Caste System. Courthouses obviously reduce your maintenance in cities, but their value is often overestimated while Caste allows you to get major GP farms up and running.
Secondly CoL is a gateway to a bunch of important techs including CS and Philo!
CS allows irrigation spread by farms and Bureacracy, which is one of the most powerful midgame civics. While it only afffects your capital this is the city which will be most developed during the midgame.
Its also unique in boosting base commerce (a boost which is then further boosted by multipliers), making it very popular and effective for cottage spam super science Oxford capitals.
There are a lot of techs that help your economy, including the two you have asked about!
Early on the most important ones will be the ones to get your resource tiles improved, writing (foreign trade, Libraries!), pottery (granaries+cottages) monarchy (you need
for growth) and Currency (Building Wealth and the trade route mostly, the Markets less so).
Of these make sure you get at least one of Writing or Pottery before you strain your economy too much, then Currency is the one that digs you out of just about anything you can accomplish.
Later CoL and CS are important for the reasons mentioned above, Philosophy can have a significant impact from Pacifism, Education allows the ever important Oxford.
Beyond this the relative values of techs that can be useful economically can change drastically depending on your empire setup,, i.e. communism is fantastic for workshop heavy empires or ones where you want to use State Property, but much less useful if your using corps.... Bio and Assembly Line tend to be very useful routinely however.