There are science fiction roleplaying games which provide such things. Depending on what you want to do with your fictional world, you might go there for inspiration.
- Traveller has had half a dozen editions since the little black books of the 70s.
- GURPS has had four editions.
Like your list of tech levels, they incorporate assumptions about the development of future technology. Your list makes nanotech "earlier" than the interstellar age. That means by the time you have explorers who boldly explore planets where no man has gone before, they have nanotech, antimatter, etc. Do you really want interstellar explorers to have all those tools? Where is the adventure in that?
Start with the age where your stories happen. Select a technology mix that makes those stories possible. For instance, do you want human protagonists or robots with AI? Do you want easy interstellar travel? FTL or STL?
Then consider some things which might be "on the horizon" in your stories. Perhaps research on those technologies is a McGuffin for an espionage story. Consider what you don't want them to have. The transporters and replicators from Star Trek have the potential to shortcut many plots if you think it through, so perhaps they're not suitable.