If I go with combining my ordering and yours here is my thought for a big empire/order optimal launch, I anticipate having 11-12 scientists AFTER the liberty finisher scientist due to 2 faith, 2 hubble, 1 porcelain tower, 1 pioneers, and 5-6 natural: Sx denotes a scientist and its number, I'm gonna assume late scientist power is around (2000 bpt)x8, which should be reachable.
1. Plant Liberty finisher scientist for capital academy, save the rest
2. Open industrialization first, buy/build quick factories for ideology: skyscrapers+happiness
3. Spend S1 to claim early plastics, buy labs in all the best cities using skyscrapers+mercantilism discounts
4. beeline railroads next for Kremlin and production boost, start building Kremlin in the 2nd best city (1st reserve for apollo as it comes before I can finish Kremlin). Put all marginal cities on research for the next 8 turns.
5. beeline apollo next, spend S2 to claim ballistics, wait to pick up radar 1-2 turns later
6. Spend S3 to claim rocketry, overflow into atomic theory, faith-buy 2 scientists. start apollo in best city (should be seven turns pre-plants)
7. time Kremlin to finish and use free policy to claim the rationalism finisher same turn or turn after to get satellites, or if slow advanced ballistics later, start hubble in highest pop city, hurry with engineer from space procurements. This should lower it to 3-4 turns.
8. spend S4 to finish atomic theory and overflow to nuclear fission, immediately send workers to hook up uranium or trade for it.
9. spend S5 to finish nuclear fission and overflow to advanced ballistics
10. spend S6, to finish advanced ballistics and overflow combustion to 1 turn
11. spend S7, to finish combined arms, overflow to computers for 1 turn finish, hubble is finished.
12. spend faith S8, to finish robotics, overflow to nanotech
13. spend S9, faith, to finish nanotech, overflow to penicillin for 1 turn, apollo finishes now, start 3 boosters, cockpit, and stasis chamber, use gold you've saved or borrowed to cash-buy first spaceship factories, then nuclear plants in these cities.
14. spend S10, faith, to finish ecology and half of telecommunications.
15. spend S11, hubble, to finish telecommunications and end mobile tactics on 1 turn.
16. spend S12, hubble, to claim particle physics, start last part 3 turns later then your others, but it should be in your best city that just finished apollo so the timing should be similar to the others. Continue to cash-buy spaceship factories and nuclear plants as needed to ensure all parts finish around the same time.
This is ignoring RA's and you'll probably have a 4-6 turns removed by late-game RA finishes as well which will help with the overflow timing, but hard to reliably factor them in. If you anticipate having 11 rather then 12 Scientists after hubble just don't bulb plastics or start the bulbing at rocketry. Having hubble scientists to work with would enable me to claim early plastics to help with end-game natural scientist spawning and faster science to railroad and kremlin, and also start a tech or two earlier before rocketry. I agree with you now that the only way to get and use hubble if you are going this fast is to hurry it. I've never been able to use it hard-building.