Okay.
This could mean, if you have more and more cities (founded nearby your other cities, so the AoE of the Industry Districts of your cities affects new founded cities of yours also, you would win Space Race even earlier.
Turn 200 would be possible ... or even below Turn 200
Definitely possible. I'm sure my game was very far from optimal. To put things into perspective, I have a civ 4 game going that I expect to end in a space victory around t225 as well (immortal), but that's after 10 years of playing the game and knowing the mechanics VERY well. In my t225 Civ VI victory I was playing very much in the dark, not really knowing anything about how things actually work. Once the details of all the mechanics are figured out, I bet science victories way below t200 are possible. Unless, of course, they significantly raise the tech costs, which I hope they do.
Right now I think Rome could be the strongest pick for fast space games. They apparently have a super strong UU, which I just read also can chop. The Bath with +4 housing +1 amenities at half price of an aqueduct seems perfect for what you need. I think +6 neighborhoods were not needed, but I'm still not quite sure if you can do without them either. Building a +2 aqueduct or +2 sewer seems like a big waste. Then there's of course the free monument and free roads as well.
I did in my game build 4 entertainment districts and had zoos and stadiums in all of them. Also built Colosseum. All cities were Ecstatic in the end, which I think makes a difference with +10% to all yields. Maybe it wouldn't be so much of a big deal if I had twice as many cities. The only other wonders I built were pyramids and hanging gardens early, and captured the Oracle from China. (Then I built Forbidden Palace in 1 turn with the overflow I got from my 1500 hammers space project engineer 1 turn before the game was over.) Pyramids were definitely worth it, not so sure about Hanging Gardens. You're going to hit the housing cap anyway and growing onto more tiles isn't always that much of an advantage here.
For my next game, I'll try to focus more on culture as well. The +10% science/city state you get from Globalization is massive. In my Emperor game I even considered skipping right past the late game governments to get there faster. I ended up not doing so, but went for communism, as that was the only one I had the Eureka for. At that time Democracy would have taken me 4 turns longer to tech and I didn't feel like delaying Globalization that much. In the end, I only unlocked Globalization with the moon landing, so it wouldn't have made any difference at all. I'm still undecided whether Communism or Democracy is the best pick.
I'm also thinking that in the end as many cities as possible should have both Industrial Zone for AOE buildings and campus to build Research project. Research project is a better bet than Industrial, since 2/3 Information Era GSs help you with your space ship. You can build Industrial projects until you've grabbed the +20% and +1500 production GEs (modern and Atomic era), then focus on Research projects. Building the campuses is not much of a problem. It was mostly 5-6 turns for me once the industrial zones were up and running. Here Germany has a big advantage, since they can get both of those in every city, without the need to grow to pop 4.
Edit: I should also mention that I had Toronto boosting all my AOE buildings to 9 tiles. That is so crazy overpowered. My best Industrial Zone hit 9 additional cities, 11 additional cities once I boosted it with the GE that adds +2 production to both factory and PP and adds +3 range.