Hi @Anonymous,
So I really don't know that much about boats/hulls so please forgive me if I'm missing a concept here.
I think (with @innovatenate help too!) that what you were looking for is a flatter top that did not come down to the edge of the model and created a "bowed shape", is this correct?
How we got around this was to create an intersection curve between the flat edge you created as the outline of the hull and the small rail above it. This in turn gave us the shape that you were looking for as a 3D sketch among multiple planes.
Assuming this, I then went on to try two different methods in my screencast below. The first method is using the lofts in the Model environment. What I did was selected half of the back profile (same concept as the original screencast I created except just using a mirror this time) and lofted it to the vertex at the nose of the boat (I'm sure im using the hull terminology incorrectly!) Then using the rails you tried to use (except using the intersection curve now) you can see it take a better shape.
I used a zebra analysis to show, that although this method was better, it still came to an edge at that mid rail where we mirrored it and wasn't that smooth.
Therefore, I took a different approach (which may not be the shape you were looking for which is why I included both in the screencast) of a smoother approach using patches and patch lofts. What I did in this was to first create an Extrusion from that center rail of the hull. I did this so I can create a tangency on my loft and therefore have a smoother curve when I mirror the patch. Selecting the edge of the Extrusion (make sure it is of the Extrusion and not the Sketch rail! Turn your sketches off when selecting this to make it easier and make sure you have chain select off!) make sure to select Tangent for the profile that is the edge of the patch instead of Free. Then select the intersection curve and the outline as a rail, you will now have the bottom part of the hull as a patch. Mirror that across so you have the full model as a patch and now create a patch across the top of the hull and the back to fully define the region. Then stitch all of the patches together to get a full body. Now using zebra analysis, you will notice it is a bit more continuous. Check out the screencast!
These are just two ways of doing it, and like I said before, there are probably many different ways of doing that. Let me know what you think and hopefully that is closer to what you want!
Thanks,
James Youmatz
Product Insights Specialist for Fusion 360, Simulation, Generative Design