Well, here is my take.
TERRIAN
Some analysis about the surronding.
1) The grassland to the ne, ne and ne,e are still unknowns with big potential.
2) Potential floodplain wheat at se, se (given this deity and I am sure cracker would not want us dead, I say it is!)
3) Potential incense s, sw
4) No immediate usable (food + shield) > 2 in starting position.
5) there is water to the west
Personally, I find 1,2,4 more important. Thus, I would like to see if there is indeed bonus grassland and flooadplain wheat nearby or even wheat/cow grassland!?
Further, as mention by earlier, unless you intent to settle immediately, moving the worker one tile will not affect anything. So, I say move the worker to the hill first to confirm (1) there is indedd wheat at se,se. (2) Check for potentials on the grassland. If there is even a bg there, move settler east and settle. Even without the wheat, a bg find is still very much valuable near shield deprive floodplain area.
(Looks like the best move is still moving to the hill)
TECHNOLOGY
As for catching up with research, having alphabet in the beginning has great potential. Depdning on who we meet, we can
(1) Research Writing at 40 turn
(2) Get Masonary and research mathematics
(3) Get Mysticism and research Polytesim
(I do not think granary is a must in a food abudant start thus getting pottery isn't a must as well)
Some forward note. Base on the article AI next research, my calculation shows that AI will not research alphabet until after iron working, horse riding and mysticism are researched. Similarly, maths is lower (afterMap) in the research priority and polytheism is even lower (After Code of Law and maybe after construction and literature).
(1a) If I hold a monopoly to alphabet on my continent. Since AI put a low priority to research alphabet, I will not trade it away. Instead, holding on to it and researching writing will probably be a better approach since the 40 turn gambit has a very good chance of success with that alphabet roadblock.
(1b) If there is no monopoly over alphabet, then it is likely the 40turn gambit will not pay off. In this case, I will go the safer route of maths or polytheism. Trading for Masonary or mysticism will be required for these.
(2) will allow earlier catching up with tech, espcially if you are willing to research at max. Research cost will be 24*8*1.67 ~ 321. That should be around 20+ turns. Potentially, this can net you a trade that gets you map making to catchup with tech for the first time (and losing it again after that of course)
(3) will be the safer long term plan with a 40 turn gambit. This can potentially net you everything necessary in ancient for middle age with the exception of currency and maybe construction. This maybe slightly late for map making trade however.
After the above, the key will be using a sucide galley for the sea merchant middleman trading. At 55% H2O, it may not even be necessary for a sucide galley. Exploring the high seas will be critical for tech catchup.