When it comes to fantasy gaming, I like a good dose of reality in it. That includes historical reality. But not too much.
I run my GURPS DF game with the "usual" Tech Level (TL) range: 0-4. That's stone age to Renaissance, minus the firearms and gunpowder.* But within that range are some things that require some later mechanical, social, or scientific advances.
Some of the things that allows me to do this are:
Dwarves & Gnomes. Racially, these guys are a good excuse for advanced tech of all kinds. They're long lived and obsessed with perfect demonstrations of skill. They have time to get good, higher levels in the relative skills in the first place, and a strong social drive to make tech things happen.
Magic. Distilling is easy with spells that can concentrate alcohol by removing water, and it's no stretch to say a mechanically advanced magic-using race that lives a long time and needs strong booze to get them tipsy might really see the value in making hard liquor.
Quick Gadgeteer. Artificers, too, are a good excuse for one-off functioning devices of all kinds and the occasional breakthrough that doesn't have sufficient social/mechanical/scientific scaffolding to support its widespread use. The latter especially allows for crazy traps, one-off mechanical contrivances, and strange results you couldn't make happen without something of that sort.
Here are some of the anachronisms in my DF Felltower game:
Cut Gemstones - Anything, up to and including diamonds, can be cut (even magically shaped, with sufficient magic and skill) as well as smoothed and polished. Races that prize technological advances, crafter skill, and magic (gnomes, dwarves) and races that prize beauty (elves) mean that even if humans haven't gotten up to the whole cut-and-facet level of fine gem working, other races have.
Precise Time & Measurement - Lots of magic and precision measurement via magic allows for precise timekeeping, where necessary. It's not necessary for most folks, and it's not like you can go buy a watch, but it's possible to link things to precise times simply by access to knowledge magic. If adventurers didn't waste their lives on get-rich-quick schemes like dungeon raiding and learning Explosive Fireball spells, they could get a solid job using magic for timing and measuring just like their mom told them they should. But noooooo, they had to run off with that barbarian friend of theirs and that no-good thief of a neighbor and raid the lich's tomb. Sorry, where was I?
Distilling - Booze, for one, and advanced chemicals of a wide variety of sorts. Since Alchemy works - you can mix elixirs that do truly wonderful things advanced science and medicine can't touch ("Rub this on, your missing hand will regrow perfectly" and "Drink this, you'll be able to fly"). So it's no stretch at all to have hard liquor.
Social Equality - No sexism, racism, etc. unless you go ahead and take a Social Stigma, in which case you do suffer some effects. This isn't even a modern problem we've solved, but in Felltower? It's all fine.
Felltower lacks a few things I usually include:
Banking - I tend to have fairly advanced banking instruments in my gaming. Bearer bonds, notes, deeds, stock, etc. and a lot of investment and banking options. Felltower? All that has is the First Bank of Honus, which pretty much is because no one robs a barbarian wearing an owlbear hide cape he made with his bare hands (plus a knife and some teeth).
Advanced Shipping - Players tend to be more familiar with pirate ships than cogs, carracks, and naos, so I tend to go for more advanced shipping, regardless of the actual tech level we're at. No ships yet in Felltower, so this hasn't come up.
* Of course, GURPS has rules for them, and DF has the Demolisher and Musketeer. And I have minis aplenty with guns thanks to all of the Warhammer, Mordheim, pirate, and weird fantasy minis I purchased. But still, for my game, no guns.