I understand the thought process behind removing training and surgery skills, but my question would be why not just limit their potential? For instance, if training is locked in at -4, why not just have that be a penalty? Or change the values for each level? Similar with surgery. The reason I bring this up is because from the outside you have two factors, one: they are both INT abilities, and two: its kind of like adding health to enemies; it's a fake difficulty. You could get the same effect by not allowing the player to swing to the left.
Obviously the purpose of this mode is to make it hardest of the hard. So I'm not saying this because I envy this mode and want to play. I'm more speaking from a logical viewing of the matter. Obviously training represents in-camp preparation of troops, which when disabled assumes the troops will only level up and get better in the heat of battle. As a commander, that's stupid. Not drilling your recruits to make it harder on yourself is a silly notion at best, downright idiotic to any casual observer. Surgery is a bit of the same, but though I understand completely why you'd remove it (eventually nobody dies!), I do question why not just limit its function. Right now it's a 5% increase? How about a .5% increase with a 5% hard cap?
But most of all, if you static two abilities, you remove those sinks and free up points to go elsewhere. I would posit if you deemed it reasonable to disable it, it is also reasonable to think they must be a little popular. And for all intents and purposes, if the player wanted that kind of difficulty they could just not invest.