I would be willing to bet that one of those non-forested tiles has a resource. I almost never move my settler, and in this case you have even more reason not to, since you can't see much of the terrain because your scout started so far away.
The chances of you getting a BETTER capital is less than your changes of getting a WORSE capital.
I recently read a very interesting thread about starting cities with lots of forests:
http://forums.civfanatics.com/showthread.php?t=252429&highlight=resource
Apparently, as of BTS, when the map generator sees that a city is less good than it should be compared to the rest of the civ starting locations, it compensates by adding additional "good" things.
In order, it...
turns mountains into hills
adds a small lake to grant fresh water if you don't start with fresh water
remove jungle and ice
add food so that you have at least 1 food or 2 seafood resources
converts "bad" terrain so that you have at least 4 grassland forests
Add "Extras" until your city value is at least a certain percent of the mean or median (I forget which) starting city value.
The extras are
a. Add a forest to every plot that can have one.
b. Add certain kinds of resources until you have four or more, with seafood counting as 2/3 of a resource.
c. Add hills until you have three hills.
...and since forests prevent most other resources, step b never occurs unless you are coastal and if you are coastal, then you get a start like Ragnar in the previous game and Super-Fish-Rome from a few games ago with way more seafood than any city should possibly use in a single game.
End result: I'd be willing to bet that 0% of those forests hold resources. The only resources they could hold are Horses, Copper or Iron since you'd see the resources already otherwise and Horses, Copper and Iron won't exist on a forest, so we know for sure that there are no resources left, visible or invisible (I'm not counting Coal, Aluminum, Oil or Uranium since we're Shaka. The game won't last that long.)