It's not bad to present early options in a tech tree which are either poor choices or highly situational.
Maybe I'm missing something here in what you're saying, but these are 2 vastly different things.
"highly situational" is good -- for example if you're taking the warfare route then X is a good choice, but not Y. If you're going the diplomatic route then Y is a good choice but not X. That's a situational best-choice, and thus it's good game design.
What I'm trying to avoid is X always being better than Y for all possible strategies&tactics -- that's no choice and thus bad game design.
That this essentially means you have 'one right way' early in the game...
This presents no real choice.
How can player skill show if there's a no-brainer best choice in all early game situations?
Also, right now don't you have access to only two out of five tech trees? I could be wrong but complaining about a lack of choice between A and D when B,C and E are all still under wraps is a bit premature.
I'm not complaining about anything, let alone a lack of choice -- in fact you have it backwards as your "...'one right way' early in the game..." is what gives a lack of choice and I oppose that.
I'm advocating for there being no best choice for all situations, which increases the number of choices and lets player skill show.