Path was always my favorite of the group so I'd put that first, but that and Temple are almost interchangeable so it doesn't matter too much either way. I never like spending points on the reverse-captain ability if there's any way to avoid it, and Temple's small cargo hold limits it a lot more than Path. Sensei Xu
can help make up for it a little bit, but it never seems like enough. Kian Ng
on either of them is absolutely brutal.
Temple is notable for being the ship that first inspired/triggered that old ruling about not being able to chain captains and reverse-captains. Although there are plenty of other ships that could do it too, the damage potential and multi-action abuse possible with Grand Temple was borderline ridiculous.
Virtuous Wind is an all-around great ship and one of the best hybrids in the game. Even the Spanish version
that showed up a few sets later was great, although it did slow down slightly.
Baochuan... meh. It's only making it on this list because there's so little left below it. It's too expensive and unwieldy to use in anything remotely resembling a standard-sized fleet, and being forced to bring along the Admiral only makes the cost involved worse. It has the inherent advantage of being able to absorb a lot of damage, but in a serious battle you're much better off going with a 6-mast that's loaded with crew for a much lower total price.
Mountain is too slow and too specialized to be much of a threat to anything but an English JV squad. 14 points is a nice place to start, but by the time you've added enough crew to get it into fighting condition you've spent enough that you could/should have just taken one of the others instead.