Great analysis, thanks, Arathorn!
The first conclusion I can draw is that we should try all the means to get R>1 in the 1st place. This should become much harder at higher levels.
The 2nd idea is to get every new unit at least 6 XP: 4 from barracks, 2 from vassalage or theocracy. 6 XP means 2 promotions before battle, giving much larger chance to make R>1 than 4 XP.
The 3rd: could I say that combat promotions are in general the best ones? Not only because they are generically useful, but also because their effect is not necessarily worse than a specific +20% or +25% promotion. A classical example is sword vs. archer in a hill city. The defensive bonus gotten by archer is 50% from city, 25%+25% from hill, 25% from fortifying, altogether 125%, then reduced by sword's born city attack 10%, therefore 115%. Now, if the sword has combat 1, A=6*(1+0.1)=6.6, D=3*(1+1.15)=6.45, R=A/D=1.023. OTOH, if it's city raider 1, A=6, D=3*(1+1.15-0.2)=5.85, R=1.026. The net difference in combat result is rather small, but combat 1 will be also useful when not attacking city.
Mathematically, it's comparing (1+a)/(1+d) and 1/(1+d-b), where a is the combat promotion bonus, d is total defensive bonus, b is specific promotion bonus. This is assuming d-b>=0, which is in most cases true. To make the 2 things equal, we get (1+a)(1+d-b)=1+d, therefore a(1+d)=(1+a)b, b=a(1+d)/(1+a), or b/a=(1+d)/(1+a). So, the bigger d is, the bigger we need b/a to make specific promotion better. In another word, the smaller d is, the more profitable is specific promotion.
When to begin assign drill promotion (first strike)? I guess it should be after making sure you get a large enough R, then you mainly care about remaining health. As you show, a first strike helps more than combat 1 when R=1.1, but that's because 1.21 from 1.1 doesn't make a jump. And if the defender gets combat 1 rather than drill 1, he will make R=1, thus turn the tide. Before getting large R, I guess it's still wise to add more strength than first strike.