^^VoU, you certainly did a good job but you lost me.
What's the result?
You can't possibly grow until after turn 8, which means that how ever you manage the tiles until then your surplus food + hammers must add up to 32, and must have at least 8 hammers.
what do you mean by that?
A work boat is 30 hammers.
If you work the 3 hammers tile for 8 turns, you have
(3 from tile+1 from city center) hammers * 8 = 32 hammers = 1 workboat + 2 hammers overflow. You could also switch to 2F1H one turn from completion, to start growing 1 turn earlier.
So from turn 9, you can start working the clams/crabs and start growing.
4 food surplus will make you grow to size 2 in 5 turns. If you switched to 2F1H on the last turn, you would grow in 4 turns.
So it's possible to be size 2, with a workboat on the crab or clam after 12 turns.
The overflow hammers from there would be 4 hammers from city center, and you also have 4*2=8 commerce from the clams
(+ city center commerce from the start and palace commerce from the start, but this never changes so I don't count it).
Output at the end of turn 12, going 3H for 7 turns, then 2F1H, then 4F2C:
1 growth,
1 workboat,
4 free hammers,
8 commerce.
If you go 3F (other extreme), you grow to size 2 after 6 turns, putting 6 hammers into the boat. If you don't have BW by now, you can grow further or not. Let's assume you switch to "no growth mode" to make it nearer to case 1 you can follow by running 2F1H+3H + city center = 5H / turn. You need another 5 turns to get the work boat, with 1 hammer overflow.
After 11 turns, you have the workboat and are size 2.
Output at the end of turn 12, going 3F for 6 turns, then 2F1H+3H, then 4F2C+3H:
1 growth, 2F surplus
1 workboat,
5 free hammers,
2 commerce
This is from the 2 extremes.
What you notice is you give up some growth and hammers for commerce if you go fullspeed workboat first.
Variant 2F1H :
after 9 turns, you grow to size 2, having stored 18 hammers.
You can stop growth by running 2F1H+3H for the next 3 turns.giving you the workboat at turn 12, with 3 hammers overflow.
Output at the end of turn 12, going 2F1H for 9 turns, then 2F1H+3H for 3 turns:
1 growth,
1 workboat,
3 free hammers.
It seems the extreme (3F or 3H first) are better

. I need to revisit my strats

.
variant 1F2H:
After 10 turns, you have finished the workboat, and have stored 10F.
Then you work the crabs for 2 turns, and grow to size 2 at the end of turn 12.
Output at the end of turn 12, going 1F2H for 10 turns, then 4F2C for 2 turns:
1 growth,
1 workboat,
2 free hammers (from city center)
4 commerce.
This variant is less powerful than the full speed workboat.