So I tried out some build orders, using a game with the following settings:
Hannah the Irin of Lanun
Deity, MNAI 2.42
Standard Tectonics (60% water)
Normal speed
No huts, no barbs, regular events
Deleted all AIs except Charadon of Doviello. I wanted the normal tech and building rates for a standard map.
After several restarts, I got what I consider to be a pretty good start for Lanun wanting to rush HT on Deity:
http://img208.imageshack.us/img208/3959/civ4screenshot0068.jpg
Some things to note about the start:
1. Freshwater plains hill for extra production for the first couple workboats and higher early health cap.
2. Little bit of extra commerce nearby to get to fishing faster. Silk is actually not bad because you still get 2 food and some hammers plus the extra 1

to speed up fishing.
3. Triple cove start, good for the long term.
4. Plenty of extra production from the forest plains hills.
First thing I did was nerf Charadon to oblivion by deleting his units and moving him here:
http://img833.imageshack.us/img833/4093/civ4screenshot0058.jpg
Second thing I did was to worldbuilder in a fish, a crab and a pearl because I wanted to test different build orders:
http://img59.imageshack.us/img59/7486/civ4screenshot0069j.jpg
You will see that these extra seafood are not necessary to get to HT in reasonable time, and moreover, it is very possible to get freshwater plains hill triple cove starts with 2+ seafood in <10 minutes of restarts. This one easily could have been seafood instead of the 2 cows which I did not use. It will take some restarts, but it's nowhere near as rare as generating triple gold floodplains type starts.
Then I went on to test some build orders. As a base, I teched to fishing while growing on the 2 silks. Fishing came in at turn 21, and I believe I had 2 warriors built and a third halfway done. I used the turn 21 fishing as the base for the following builds. All of them teched Ancient Chants-->Mysticism and adopted God King as soon as it was available.
1. 2 pop on forests (while shrinking)-->workboat on fish-->cove-->cove-->cove-->
HT on turn 58, 281/650 towards Message from the Deep
2. Workboat-->fish, Workboat-->crab, next 3 pop on forests-->
HT on turn 53, 65/650 towards Message from the Deep
3. Grow on fish while building workboats, cove, cove, cove, spare pop on forests-->
HT on turn 61, 466/650 towards Message from the Deep
4. Stagnate on Silk+forest to workboat, workboat-->fish, cove, cove, next 2 pop on forests,
HT on turn 56 with 233/650 towards Message
5. Workboat-->fish, workboat-->crab, workboat-->pearl, grow to happy cap of 6 instead of 5 with spare pop going to 3x forests-->
HT on turn 55, 180/650 towards Message
6. Fish, cove, cove, forests-->
HT on turn 55, 231/650 towards Message
Just for kicks I tried another approach. Worldbuildered in a marble on the starting plains hill. Note that this would be an extremely rare start--marble on an ideal riverside plains hill, with a triple cove potential+seafood. Instead of teching mysticism, I teched masonry.
7. Fish, cove, cove, spare pop on forests-->
Turn 50 HT, 49/325 towards Mysticism
I am not sure what to conclude from these tests, other than the build order does not seem to make a huge difference. Build orders that emphasized getting food ASAP, skipping coves, and brute force working plains forests got HT fastest but were obviously behind in tech. Starts that used only coves, or fish+2 coves, got HT a little slower but had ~200 more beakers in Message from the Deep. I should note that there were small micro differences in each build order, especially regarding how I got the first workboat out, like exactly which turn I switched from an unimproved crab to a forest, etc.
Would love to hear any feedback, or if there were any build orders I should have tried that I didn't. Also, I fail to see how any worker first build could have gotten to HT by turn 60... only way it could work is if you had a wine/gold type start and went crafting-->mining-->fishing or something.