I just received a few clarifications from Rio Grande Games on various of the H&G/Scout tiles:
AGRICULTURE. Though you can't place a hunter in the same field as the Agriculture hut (or vice-versa), clearly they can come into the same field through normal tile-joining means. If this is the case, both the hunter & the hut score independently of the other (and this is clearly the correct route to take toward victory if you draw the Agriculture Hut).
DUG-OUT. The text here is mildly confusing, but the intended use in the obvious one. You put your meeple on one of the rivers as a fisher, not in the dug-out in the middle of the lake. That one individual river has to be empty of fishers and you score normally when that one individual river is completed (though you of course leave your meeple.) [As a matter of clarity for both this and the Scout tile I personally lay the figure down after it's been scored to make it obvious that it wasn't just forgotten.]
SHAMAN. If you use this special power you get to retrieve a meeple only when figures are normally scored (e.g., at the end of the phase). Personally, I'm not sure if the power is a bane or a blessing, because you sometimes end up retrieving figures that you might have scored if you worked on them. But I suppose that's why the power is "cheaper" than the others, through not having to pay a long-term meeple.
Shannon