Exactly. If your main source of science is trade the max you will ever get is 1 tech per turn. If you are going after a significant number of future techs
OK - it seems we have different goals [future techs vs early landing], thus different strategies. I am surprised people are interested in FTs [see above and below].
I should have been more clear. Size could mean ...
I am still a little confused by this passage, maybe again because you have FT in mind and I have EL in mind [and I am starting to forget how we got onto this]. But I think the crux of EL is how soon you can get your trade going strong, at approx 1 tech per turn. The rest isn't as important - whether you can get 2 techs per turn, celebrations for more growth, reach, etc.
I would say Green is a quicker and a different measure of good strategy since a good strategy for Blue is somewhat different than a good strategy for green.
"a good strategy for Blue" ?

I've seen just a few threads on this, but
nobody has ever suggested a good strategy for Blue, except for lots of coffee ! AFAIK [and I have a couple of Blues] it's not primarily about strategy, more about endurance. That's why we use GOTM score here, and why the comparison games at Apolyton and at the Polish site, for example, were based on speed, rather than Civ2 points.
Playing for 255 FTs may have its own strategies - dunno (and not sure I want to). But .... assuming several people all get 255, who wins ?
I agree with the point about huts removed. I would like to add that it is better for the map to be known to remove another element of luck.
I am somewhat neutral about these. Just to point out the other side - removing huts affects best strategy [less incentive to build exploration units]. Same for an open map ... much less incentive to explore or to build MPE. So, these changes could put our conclusions about best strategy into doubt, just as luck would.
One option is to remove only the huts near our starting position, since results from the distant ones are less likely to be major game-changers. Likewise, I guess we could expose only part of the map. Just ideas.
[about ongoing routes helping celebrations]. A few people mentioned this in the trade thread, when I disparaged ongoings. I don't recall having big problems celebrating in my games, maybe because
* I may have enough ongoing routes, without really planning to [without checking old saves, I'd guess I avg about 2 routes per city in the late game [?]].
* I want to cele-grow only for short periods [approx 5-10 turns?] and don't mind raising lux in those phases. Decent bonuses should keep my econ going, even without much taxes.
* I build the happy WoWs.
So, I still think the benefits from ongoings are usually minor [in games like mine anyway], and you shouldn't normally pay 50 shields for one. But this may be worth testing.
I second that. If we are going to have 255FT challenge, it should be at least a 2 month game.
Aaaaargh! Count me out! I might play a serious early landing comparison gotm, or something very similar to that [eg, first to 80 techs, or whatever]. The landing game should be on a map that is as "typical" as possible. I'm OK with most any map for other gotms, incl the 10th anniv.