Shinatoo: The BG to the SE blocks our view of the next space. We can look over 1 tile of coast to see what's on the other side, but not over land.
I think lots of random results that over the course of a game provide pretty much all outcomes is fine. I'd prefer to avoid singular random events that generate widely varying outcomes. SGL falls in this category.
I'm considering joining the worker to the first ciy after improving the starting Grassland. I plan to move the worker to see what's over the hills. Unless I see something really stellar, the Settler goes SE and founds on turn 2. Worker moves back, spends 9 turns roading and mining the grassland. Join on turn 12 (just after city expands to size 2); Settler in 4, to found on one of the hills (scouting determines exactly where). A city on a hill generates an extra commerce for that square (2, vs 1 for just a road) and equals the Despotism Food/Shields/Commerce of a Whales square (2/1/2). This little empire will be working 4 squares, while a standard start will be working 3. Upon growth 10 turns later, it'll be working 6 (2 city centers, 2 Whales, 1 BG and ??) while standard will be working 4 (1 city center, 2 Whales and 1 BG) and thinking about building a Settler. If ?? is a coastal space (worse case possible) than this empire is +3 food, +1 Shield and +4 commerce per turn vs standard start. If Research is more important than production, this seems a reasonable way to start the game.