Good example! I just looked through the Player AI and couldnt find anywhere that it evaluates any bonuses that it gets from SpecialistTypeExtraCommerce (which is a new tag that Kael added for FFH)! I'll enter a bug for that issue. Thanks for pointing this one out guys!
Cool

It may be tricky, though, given how it makes all specialists modify the capital instead of the city they are in.
Why do Khazad (for all practical purposes) ALWAYS go for Runes, and Ljosalfar ALWAYS go for Leaves? If this is hard coded, then frankly, that's fine with me, because well over 95% of the time it's the best choice for the AI anyway. If it's not a pure hard-code, then at the least there are some heavy weights pointing these civs towards those choices.
They are definitely weights. If I remember correctly, these weights are defined for each leader.
If we steer the AI towards the correct religion choices when one choice is dominant over another, why not do the same for civics?
The religion choices are enforced for flavour reasons and not for gameplay reasons. Each leader's favourite civic is also enforced for flavour reasons. Since these restrictions are not made for gameplay reasons, they are in my opinion not comparable to your enforced civics idea. The AI implementation decides about gameplay, not flavour.
Having said that, I don't think that the current religion hardcoding is a great idea either even if it is for flavour reasons. I think that the game should lessen the religion weights to not force civilizations into specific religions nearly all the time. But that's just my personal opinion and MNAI should probably not change the religion weights to keep things the same as they are in vanilla FFH2
