Gilga,
Once you release the mod, do you think you can do the specialist tree I proposed, with higher-up specialists producing effects on lower-level specialists? Furthermore, it would be good if you could multiply the number of "citizens" in a city by 100 or so, as there isn't a relatively huge number of priests, professors, and writers/artists/musicians in the world. That would allow for more precise city management.
Furthermore, there should be no "Great Farmer"; this goes against the historically observed truth that great advances in civilization come from cities, not from the rural areas which support them. Science and engineering, not any individual's ability to till the land, have improved crop yields. However, there should be a large number of food "specialists" in cities working on agricultural buildings in the beginning (though of course this will taper off towards the end, with mechanized farming and all).
The great number of new specialists necessitates a change in the specialist management screen. One should be able to set the number of specialists by typing a certain value into a text field for each specialist type (or for each building, at least), rather than having to move each one individually.