Haven't had that much time to test yet, but... wuah. I really hate Science Specialists. I thought they might work at first, but the overall yield you lose is just insane and the way they stagger the growth is abnormal. Won't even try to incorporate them and rather try to refine the original strategy.
About the aggressive-neighbor-thingy: I think it's quite obvious that if you have aggressive neighbors AND a difficult to defend terrain it's a really bad thing to even TRY to progress as fast as possible and the strategic decisions should rather evolve around side-tracking as little as possible while still staying save. I had an Apollo-Game yesterday where I basically had to expand towards ARC into open space and of course most of what I did in the first 100 turns turns was getting units out and Affinity 1 (and thus I was only at I think around 60 science), before I went back on track and although she attacked me and gave me a hard time for most of the game (literally until my melee units got to t4 and just cut through her army of t2/3 I still managed to win on turn I think it was turn 238. Now, my starting terrain was acceptable and my expansions had some nice resources, so if that had been worse, then of course I might have lost the game (or my victory would at least have taken even longer).
So of course, anything said here is pretty much the "sandbox"-strategy for peaceful games, if the situation is different adaption is needed. I think having a bad neighbor is actually one of the things that even makes biowells more interesting -> You automatically get the range units and have Ballistics as a direct option if it's really needed. Anyway, what I suggest is to not change anything about the Virtues, even when attacked. And industry will be WAY faster at giving you more defensive capacities anyway.