Once again, outstanding job!

The QSC results are definitely the best way for new, or inexperienced players to improve their game technique.
JustusII's analysis is great. I really appreciate that additional layer of review and analysis. I wanted to add the following: if you've done the wood-chopping and the irrigating, and timed the 10 shields to add to a granary, and built the granary and now have a 3 turns per citizen growth rate, you now have to advance to the next stage: micro-management!! Those of you who do, know you do (Hi, my name is civ_steve. Hi civ_steve.), and those who don't, SHOULD. That +4 food with granary means 2 wasted food every 3 turns. If you can take advantage of it, you should move the worker off the irrigated game tile to a shield producing time (one of the wine/hills tiles, for example) every 3 turns, and then move the worker back after population growth. Assuming you've completed your granary by turn 30, that would be 50 more turns during the QSC period, and another 32 to 34 shields generated from Rome.
Being a dufus myself, I didn't realize that the wine/hills tiles generated 2 food until further into the game. This shows me that it pays to check terrain info for any tile who's production you're unsure of. Even then, you can't be sure if a 2 of something producer is really a reduced 3 of something producer due to despotism, so check the Civalopedia.
And finally, the QSC process does produce a bias in game play that may not play into your thoughts for the game. For example, the QSC rewards fast growth, but if you're playing a OCC, growth is not an option. I think once you've understood what the QSC can teach you about early game development, don't worry about losing some QSC points to play the game you wish to play.