Second galleon will sail with the GA and 3 warriors, not 3 GP's and a warrior. There's a chance that we'll have to use the scientist for a bulb and our spare GP won't be around at that time. We should move the military around to account for this change in plans.
The GPP plan looks fine. We can add merchants to marble for the T+6 GPP since we can use the physics scientist as a replacement. If we get a second GM from 2-fish as a result on T+9, then that will become one of our VC GPP. We have one sitting GS and will get one from physics so we can use those two for bulbing if necessary (and convert T+6 and T+9/22 into VC GP). And by my calculations, you should not have to bulb for physics until T+13, but I'd check the beaker count starting at around T+10 just to be safe.
I wouldn't intend on invading Saladin at this point. That's more of a back-up plan than anything else. Making sure we can conquer barb island is military priority #1. #2 would be sending maces/cats to Saladin's continent for our fall back plan.