Additional notes and some suggestions:
1 turn worker pumps come as easiest to set up if you use your capital, since you don't have to worry about corruption to get things to ten shields upon growth (which happens every single turn). Maybe you don't want to run them the whole game. Maybe you need military or something for a bit. In such a case, I would advise to put out some artillery units from a 1 turn worker pump city site and forget about barracks. Don't have it produce attack or defense units, or The Military Academy. Then come back to producing workers, hence the barracks would just eat up commerce later on for no reason. You might lose some food growth by doing that, but you often can win and play well without optimizing things in terms of food.
If you want more beakers, a 1 turn worker pump might work well in conjunction with a library, perhaps a university, so perhaps put one in, and then come back to producing workers. If you want more coins, then build a market, and I recommend that you go back to producing workers at a size below 6. Such a city though, since it will maintain a small size for optimal empire wide growth, doesn't need a market for happiness. If you get worried about drowning in unit support from so many workers, then just build roads around your cities, don't worry about mines or forestry, and then join in workers to your cities to get them to their maximum size.
Further, please note that though the above screenshots have rather uncommon food bonuses (though not necessarily too hard to find using MapFinder... at least for one city), 1 turn worker pumps are possible even without playing as agricultural and having a food bonus. For instance, if you have 5 bonus grasslands and either a hill or mountain even without iron or coal, such a city can get set up by irrigating and railing 4 of the bonus grasslands, mining and railing the other bonus grassland, and then mining a hill... which does not need a road or railroad, since you don't get any commerce from production produced upon growth. Or if you have iron, an example like this is possible:
Furthermore, and I've just realized this, this week, 1 turn worker pumps can have utility for simplifying micromanagement. At least, if you put up a nice road network first. You can quickly build a worker team for jobs and find out how to optimize use of your workers in the squares around your capital, and any roaded squares near enough to your rail network, if you have it connected to your 1 turn worker pump site. Why? Because you can consistently have a stream of workers coming from a single point. For instance, let's say that you want to plant a forest and then chop it playing as non-industrious...
One the first turn one worker starts the forest, for 1 out of 9 turns which will get completed when the turn ends.
On the second turn, now with two workers foresting, we have 2 more turns. 1/9 + 2/9 = 3/9.
On the third turn, we have 3/9, and 3/9 + 3/9 = 6/9.
On the fourth turn we can put the new worker somewhere else, and the previous 3 workers finish the forest.
On the fifth turn you have 3 workers ready to do something else, and one more coming, so you can then chop the forest with those 3 workers and the one coming from your 1 turn worker pump city site.
Then once you've done that, you have a team of 4 workers ready to go which can then split up or join some other workers to complete a job immediately, and with some teams of workers, and roads up, it becomes much easier to complete worker jobs without wasted worker turns.
It also turns out that if you irrigate a square on the first turn, then have that worker and another worker irrigating on the second turn, and finally have a third worker join those two workers on the last turn, the first two workers are ready to go for other work *on the third turn*. So, you get the irrigation done without any worker turns wasted (playing as non-industrious).
To test things out an "average start" worker pump and experiment with workers and managing such a city... which only requires you to keep on managing the tiles in the exactly the same pattern every turn... just zoom to the city when you produce a worker and try this... here's two saves for anyone interested. The first, at 530 AD, is the city site before rails, if you want to practice setting one up yourself, and the save at 620 AD with it set up so that you can easily experiment for yourself: