This is a bit late, but I'm still playing test games (join my thanks to everyone else's for those) myself, so if anyone is in the same boat... (Sorry, horrible pun in this game...)
I'm beginning to think (from playing the test games) that the gold and crabs are a snare for the unwary.
A couple of people were talking about getting Polytheism, Monotheism and the Oracle, with the gist of the conversation being that it was a waste of time to try, because the delay caused by researching Fishing and/or Mining made it impossible.
I would agree Fishing and/or Mining make the others impossible, but after playing a few test scenarios, I'm getting more and more inclined to think you should just play your usual strategy, researching Fishing somewhat earlier than usual. (I assume Mining is pretty early on everybody's list.)
In my tests, if I did NOT try for either Mining or Fishing, I could get both Hinduism and Judaism. I missed the Oracle by about 6 turns. When I tried researching Priest after Hinduism, it cost me Judaism (again, by about 6 turns). While I did succeed in building Oracle, I built it TOO early - I had to settle for Monarchy.
On the occasions when I built Fishing first, I lost out on Hinduism, Monotheism, AND Oracle.
The gold and crabs aren't going anywhere, and the two commerce you get off each one isn't going to give you an overwhelming addition to the 9 you're already getting out of your capital. They ARE nice, but disrupting an already-working strategy to get the oh-so-wonderful goodies looks like a losing strategy to me, hence my comment about them being a snare.
Where I've gotten stuck in this type of game is what to do about the AI's huge advantages. The usual rule (which I'm honestly just beginning to master) is "Attack early and often", taking advantage of the AI's infelicities in the military realm.
Defending should be easier (if you're not on the same island with somebody), but attack is going to be murder.
At Emperor, every AI is going to be outteching AND outproducing me. Even on a land game, it's hard to get enough forces together to reliably take a city against those advantages. If I have to build transports and spend the time to move units relatively long distances, it's going to be a looong uphill battle.
Oh, one side note. One thing I discovered when playing the test maps: always send your galleys out "pregnant" (i.e. with at least one settler). If you discover somplace decent, by the time you come back and get a settler, the good spot will be long gone. (Apologies to anyone for whom I'm stating the obvious. It was an obvious-in-hindsight discovery for me.)