as rolo is right, this could rapidly degenerate into endless hair-splitting, but RJ has the right idea, so let me state what i conceived of as the object of the game: to see, as many things being equal as possible, given the same start, which economy is better, the cottage- or specialist-driven one.
i can see how RJ's conception of what the game is about drives his rules, but i think i'm trending back to somewhat looser restrictions.
CE players:
* Can never *hire* specialists (only citizens), but free GPs, wonder-based ones are okay, as are using them for whatever ends. However, the SoL and Mercantilism, which *hires* a specialist for free are out. ("if you can't choose it, you can use it")
SE players:
* Can never cottage, and must raze captured ones as well.