Is the majority of the game really clanless? I reckon at-least 30% of Fizzer's profits come from clanned people.
I don't think you are taking into account ad revenue, which is basically retention of players. Most players aren't in clans, so I think your reckoning is too high. We don't know exactly how much the ad money:purchase ratio is, so either could be more important to cater to. Updates to single player levels make me assume the nonclanned people are more important at the moment. I've noticed multiple players on the forums who seem to only play single-player, so obviously the update has caused retention with players it might not have before, which means it worked. In the end, we could type until we're blue in the face, but it is all speculation. I'm sure only a few people know the true numbers.
Also, I think your generalizations are way too broad. "The stereotypical woman who goes out shopping and doing her nails doesn't give a crap, and the stereotypical (American) man watching football doesn't give a crap about a strategic game." When you go outside, you may see reality is a bit different than these stereotypes. Yes, there are demographics and markets, but you group way too many people at once.