I wouldn't recommend using a spreadsheet to evaluate this. They have shown to be very far off reality when it comes to observed WS/white damage ratios. Fortunately ranged crits are easy to calculate because they work differently than melee.
Assuming you were capped critical hit rate (15% + 5% from merits) and were using adhemar +1 hands/legs for TP phase (+4%), the following napkin math should be equivalent to your white damage boost.
b0 = (1.25 * (1.45 + .08)) * (.29) + (1 - .29)
b1 = (1.25 * (1.45 + .08)) * (.29 + .09) + (1 - .29 - .09)
(b1 - b0)/b0 = 0.064940199663932
So a 6.49% boost to white damage. This seems reasonable given how dead aim + ranged crits work. If you use this with the split I observed you can see the actual DPS increase.
(b1 - b0)/b0 * .236 = 0.01532588712068795
So a 1.53% DPS boost from adding 9% crit rate. I did make some assumptions about my base crit rate (which I didn't report) but doing the same math using a floored crit rate still only leads to a 1.72% DPS boost. It's pretty underwhelming.
The weight of adding critical hit rate will change depending on whether you're using empyrean aftermath but I still would wager that the actual effect is much lower than what people think it is.
In regards to x-hit builds, it's more complicated than that. You can't rely on a static number of store TP to get achieve an x-hit build because roll potency/recycle procs are not constant. Even with Crooked XI Sam roll last night, there were times where I would still end up with 985~995 TP because of recycle procs. This sensitivity is especially true for lower delay weapons like Annihilator/Gandiva/Gastraphetes.
That said I don't have any reasonable method to compare the two (Store TP vs Critical Hit Rate). Just pointing out that in practice, crit builds tend to underperform our expectations.