As I pointed out earlier, the only engineer available early in the game for every city is from the Watermill.
So? Why is the early game the only relevant point?
You are making the engineer strictly superior to the mine, whereas in reality the engineer should be superior to the mine if and only if the GPs are going to get you a great engineer at some point.
The player should want to use the engineer in a city that will produce a great person, in general they should rarely want to use the engineer in a city that will not produce a great person.
Even a city that is adjacent to a river has a limited number of river tiles. Very often there are tiny little rivers near the coast, so if I settle next to it, there are only 3-tiles adjacent to the river to be worked.
It is not reasonable to compare only river-adjacent tiles to specialists. We already know that river-tiles are superior. But most tiles aren't river-adjacent!
But I don't want us to be in a situation where non-river tiles are never worth working, because specialists are always better. That is where your design leads us.
And again, you're solving a problem that wasn't there. People used specialists in previous versions of TBC; they were useful because they gave great people, and great people were powerful, particularly because of the great improvement boosts.
Now, you are making the specialists overpowered.
The game is not divided into "early game = pre-smithy" and "late-game - once you have all possible specialist-boosting policies".
Most of the game happens in between those points. You need to make sure that specialists vs tiles are balanced in the mid-game, when specialist slots are available but when a player isn't picking up lots of pro-specialist policies. You seem dead-set on avoiding the non-river tile vs unmodified specialist comparison, but that is the most relevant comparison of all.
My complaint is not about what the cumulative yield is after all the policies, my complaint is about what the base-yield is.
I think we are better off when specialists have weak yields (and are useful only rarely for GPs) without policies, but that the policies are really worth getting. +1 gold from specialists is a pretty weak policy. Hence, I would revert the design, because it makes the specialists weaker on their own but it increases the marginal value of the policies, and so drives you towards those policies if you want to follow a specialist-heavy strategy.
A core dilemma I've had for a while is yields are so low it's difficult to adjust them.
We fixed this quite well in the past for say the Harbor; we had it boost the yields of coast tiles by +1 gold, but then we boosted the maintenance cost of the harbor building to offset this.
If you really wanted to boost specialists and a specialist-economy, then rather than increasing the resource yields, you could have increased their GPP production from 3-4 (a GPP is worth less than a yield, so this is a smaller change). This would make them more powerful, but would retain their distinctiveness, in that they are value because they are an investment in creating powerful great people.