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The specialisations started out as something specific i.e. leisure or organic food but these are all generic so I don't really get why it's not a theme.
By the way: I wouldn't mind if we had tool to draw residental area, industrial area and overlapping areas in one tab (but I think three separate tools would be enough - why we need separate for parks, campus ect) and on the other tab just icons with specialisation. All in one place. This game is really messy now.
These specialisations do change game mechanics, but these are minor things to do with resources (like power) and services. They don't just change the look of the buildings. Effectively an in-game mod.
Now I've found the answer, it does make sense to me. I also agree with some of the comments above about the confusing UI. But I remind myself this game is built on an engine first developed for a first person shooter. There is allot missing from the engine to make a city builder game possible and that external code needs to interface somehow.
Separate zone painters is a tough question around UI. I'd say keeping them separate makes people consider overlapping where possible. Having one painter where you paint then set the zone type would probably make people think only one zone at a time can be used in all cases. But there are cases overlaps can happen (e.g. parks inside residential zones or vice-versa). That's just a UI theory of mine.