Thanks
Couple of other thoughts I had:
Ottomans
Ottomans work much better in the 1200AD scenario - you are much less likely to run into a massively OP Hungary, Byzantium or Arabia with huge SOD they have been building for centuries. Although the first two UHVs are too tight for time imo - hard to rush all the way to the Balkans then all the way back to Egypt within the limited amount of turns you have.
Also they're a bit limited with three conquest UHVs and nothing else to focus on, given they did a lot of building as well. And their capital was never at Gallipoli, so the current starting point isn't historically accurate.
Therefore:
1. I would propose starting the Ottomans in 1326AD, ten turns earlier, to reflect the capture of Bursa, as that was, imo, a more important point in the emergence of the Ottomans than the fall of Gallipoli. Move their start point one tile east and have them found Bursa in 1326 then flip the same area
2. Amalgamate the first two UHVs into one - control Selim's empire by 1517AD. Gives much more flexibility to conquer different parts of the empire in turn rather than just rush Europe then rush to Egype
3. Add a new 2nd UHV to build Topkapi Palace and the Tomb of Al-Walid. The present tomb was extensively rebuilt by the Ottomans, so this would have a degree of historical accuracy, particularly given the late age techs it requires for building. Also consider adding the Blue Mosque as another Islamic wonder also in the UHV
Russia
Boyars are very UP for Muscovy, particularly when trying to fight the Mongols. Shock is a near useless promotion as there are almost no heavy infantry that stand up to knights anyway, except Knights of the Dragon and Bajoras which may well be gone by the time Muscovy spawns. They are much more likely to face Knights, Keshiks, Guisarmers and Longbows against which they have no advantage and thus very little value.
Therefore:
1. Give Boyars the Ambush promotion instead of the Shock promotion. That would give them an advantage over Keshiks and make them useful again rather than just being slightly adjusted Knights which are available far too late.
2. Make them light cavalry, as that was contemporary with the Russian army of the time:
https://books.google.co.uk/books?id=KyVnAwAAQBAJ&pg=PA53&lpg=PA53&dq=boyars+light+cavalry&source=bl&ots=WTmmntmbRP&sig=N1G8BV5yOKHiN1a7HxYDnApE9vw&hl=en&sa=X&ved=0ahUKEwjb7pfMo5HZAhXiJMAKHYznBu4Q6AEIejAP#v=onepage&q=boyars light cavalry&f=false
"Unlike the Polish cavalry, which like the cavalry of the West European medieval knights and Rajput cavalry were geared for charge and close-quarter combat, the Muscovite cavalry-like steppe nomadic light cavalry was charaterised by its mobility, large operational range and harassing attacks"
https://books.google.co.uk/books?id=vB0OqzCU5i4C&pg=PA129&lpg=PA129&dq=boyars+light+cavalry&source=bl&ots=6MHQwRp3jM&sig=3cNO5Iz4DzHrlH_qbuwBk27S50s&hl=en&sa=X&ved=0ahUKEwjb7pfMo5HZAhXiJMAKHYznBu4Q6AEIiAEwEw#v=onepage&q=boyars light cavalry&f=false
"The sixteenth-century landholder had served his sovereign in the army, an army that was essentially a mass light cavalry composed of the landholding class"
3. Give them a -20% city attack penalty so they don't become OP
That would make them more unique and valuable, and not immediately obsolete with gunpowder and longbows.