my main point: if you read only one paragraph this is the most important. feel free to read only one paragraph, i won't be offended!
if you run a GP farm, i
highly recommend talking about your plans for the great folks ahead of time. you'll know what round you're going to get one, altho not what type. discuss the possibilities, and hopefully reach agreement about what to do if you get a GS or GP, what wonders are coming up if the guy's a GE so do we hang on to him for that, etc. in SGs often a player gets one but doesn't want to make the wrong decision, so leaves him waiting for the next player. that wastes turns of whatever advantage you'd get, but it's generally better than making the wrong call. if you can decide as a group ahead of time what advantage you want, and can start to benefit the turn he pops, that's ideal. and in your very first SG, i just plain recommend it, not just for the boring old "maximize efficient play" but to use the hivemind/brainstorm together/learn from each other--you know, the major reason for SGs

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2. Artist specialists produce tons of extra culture -- a great way to hog a lot of land if your city happens to be close to a rival civ's city and you're both fighting for space. Run some artists and your city will expand faster.
mrwhite knows what he's talking about. so much that if i shoot you in a dream, i think i'll wake up and apologize just to stay on your good side

. all of your points were great.
clovis, if you get curious enough about the "usual standard SE economy" to read the guides about it, keep in mind that one of the strengths you will see emphaszied (popping your great people for techs to trade with the AI) is much more useful on the higher levels, where the AI techs much faster than the human. at noble, you'd not be able to do the "bulb one, get 3 or 4 in skilled trades" thing. i'd not at all recommend that you use the standard SE in this game; if i was not afraid to speak for someone named mrwhite, i'd presume that he agrees and that this was part of his point in a way, "we need to exploit the use of specialists as much as we can" and thinking but not adding that your game wouldn't go all-out "SE is the one true way". reading the SE guides might be educational if that's your sort of thing but ain't needed. with that out of the way, you can definitely enjoy the benefits he talked about in any type of economy no matter what you call it, and it can be done by a leader even with no traits at all, you don't have to "follow all the SE rules". any leader can use a GP farm or two, and run the rest of your cities as best suits their terrain and your overall goals. Sali's great for that, spi to change civics as needed and philo to get the actual great people sooner. flexibility rocks, part of why i'm still addicted to this game.
with hatty fred and louis in your world, you may well end up running artists and popping great artists, that's why i pulled out that one quote. you're spiritual, one of my favorite traits, lets you do so many handy-in-the-short-term civic switches. usually you need buildings to run specialists like you mentioned, but in caste system you can run unlimited sci/merchants/artists. you cannot be in slavery at the same time tho. spiritual = no anarchy = sometimes worthwhile to swap to caste when you've settled a city right up against one of those creative types. run an artist to get culture pop, i do it even with my one citizen if i have to, after all he won't starve. if you're running merc, that's even better. caste system is the only way to run artists before you know drama (i always know CoL before drama), or before the turn has a theatre (say, on the turn you settle it haha). put the citizen back to work after you get the culture pop, change civics anarchy-free again if another is better empire-wide, teach the city about religion, build/chop/whip buildings that put out culture and now "fresh border city X" is off to a great start in the culture fight.
many people get great artists and think "stupid national epic, i guess i'll save this guy for a golden age." IMO, great artists are potential military weapons and they have awesome power. if you create a great work while a city you've captured is in revolt, the revolt instantly ends and you get gobs of culture. you can rush production that turn (i generally whip 'em away), and you get control over some tiles. that's major, it not only lets you work tiles, now any roads still on them are now yours to use in wartime, the enemy is slowed down. add in that your shiny new city instantly gets cultural defense! my ideal SoD has a GA and missionary in it. if times are and look to stay peaceful, discuss the other options and decide. note that a culture bomb on the border trying to flip tiles/cities is best used (in that ideal world) when the city has already reached 1k culture so that the 4k great work will hit 5k and thus get your next border expansion (adjust if those aren't the right numbers for normal speed).
if you run a lot of specialists in Jerusalem, pray for the RNG to select a nice Christian holy city. moving your palace there might be fun given your theme! the commerce benefit from Bureaucracy applies to cottages but not to specialists, so i usually move my palace if my original capital ends up being a GP farm. you guys could get a flavor of the variant/better result of the civic double benefit

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random thoughts on religion spread: it can spread without open borders. even between civs at war altho that's very very rare, and even between two civs who've never met. i once met cathy when my state religion spread to her post-astronomy, archi map, i controlled the holy city; i'd completely forgotten there was another civ in the game

. you know i'm sure that a city will only get one religion spread to it "naturally", for any others you have to send missionaries. when i'm on my "convert the heathens" rampages i prioritize big cities that already have a different religion in them first (capital pronto), hoping that at least some of the cities with no religion will get the "right one" and save me a missionary later. the limit of three is a pain and i never send all three far away at once, if two have just started long journeys then #3 will go to a closer target just so that he gets finished and i can put another out there. i don't know if the "don't send all 3 far away at once" is mathematically more efficient, but it gives me something to do. i can tell you that "hit the big cities first" has the best results. i've seen leaders convert (without me asking) to a faith that's only in their capital, when they were in another religion that was in say 3 little cities, when their capital had nothing. that's in the future for you of course.
thought just popped into my head: let's pretend you found one of the later religions. i don't know whether it will fit into your tech path or not, but could be handy to give the AI less motivation to convert to a belief they founded. the free missionary you get can be useful as a "semi-spy" to map out territory when you have open borders

. i name him "Spy Only DO NOT USE!!" since i get forgetful at times, and then i just have him run around out there learning the lay of the land. costs me no hammers, 2 movement points, comes way before scotland yard. i don't care about the 3-at-a-time limit for that religion if i'm not trying to spread it. you do pay unit costs and supply costs for missionaries, so if you're poor, do something less off-the-wall with him to save yourself a gold.
disclaimer: i don't know y'all or your standard difficulty level. my preference in life and on forums is for people to over-explain rather than assume i know something that i don't. so, i often give details in my posts (see above). it's just what i do and i get "thanks yous" from folks that it helps, so i keep doing it. when almost done typing this monstrosity, it dawned on me that you're a tiny group, not a thread in General or Stragegy that first-month players will stumble across. if today's sermon was not at all useful please please please let me know so that i can spare you! my goal is to help you out not just hear my fingers on the keyboard and increase my point count. i'd just stick to the diplomatic stuff since at RB several of you said that's not your strength. sterotype alert: boys with their guns and axes

. ps dawn: it's nice to not feel like the token girl in a thread for once! anyway, i hope i don't offend anyone be seeming condescending and/or waste your time with stuff you've known perhaps longer than i have.