Ranked in order I'd say it depends on:
1. level - You cant normally (everything random, standard or above size map) beat deity without using a SE, whereas at emperor or below pretty much any strategy can work
2. leader - A SE is all about leverage and flexibility, and if you really want to see it fly then you need to change civics way too often to not be spiritual. Similarly you're gimping yourself by not being philosophical though thats a passive benefit and less critical. Certainly Gandi (spiritual/philo) demands a SE - you can get liberalism reliably by 400ad epic speed at diety with him, as a benchmark.
3. Your objectives - some games you just want to play one or the other. CE's require much less micromanagement. All other things being equal a SE favors a warmonger game, as your production (especially military production) can be far higher than a CE can achieve.
4. terrain - a floodplain/hills and/or stone start definately makes you lean towards an SE
The problem with a SE is that you need to know a lot more about the game mechanics to make it work. A CE is a sure thing (below immortal) because it has fixed results, cottage everything and you know your research will be decent. A SE by comparison can be awesome, or can completely suck, depending on how much leverage you can apply to the mechanics to achieve your goal at a given moment. To maximize efficiency typically the game follows a tech burst-infrastructure burst-tech burst-military burst-tech burst etc - thats the beauty of an SE, you can switch your whole empire from production to science and back again in a heartbeat, to meet current demands.
Historically SE's have been shunned and articles/comparisons about them never seem to get the point, asking questions like "can you cottage the capital?" or "can you keep captured cottages?" Your whole economy is geared toward exploiting food. You're trading culture and food for production (via whiping and drafting) and GPPs for tech (leveraged by trading) and AI manipulation (via gifting techs for wars/peace) - all leveraged by your civics, so cottages dont really do much for you in the scheme of things
For learning purposes i'd recomend keeping an SE as pure as possible:
1) dont build a single cottage
2) set your science slider to 0% once you get libraries (save the cash for your culture slider (hapiness) later and upgrades for high xp units
3) play a philo leader (passive benefit)
4) play a spiritual leader (you will reach a point where you want to tweak civics constantly through the course of a game)
5) You might also consider playing a few OCC games, as those strongly favor a SE (on a micro level), the tricks of which you can later extrapolate from - for example a high food location with the globe theatre can be the most obscene powerhouse of military production - you can get that badboy up to 400+ turns of (ignored) unhappiness if you're evil enough
