For governors there are two things that you need to consider:
1. The faction of the hero (each faction has their own skills on the right side of the skill tree, which is where governors will put most of their points)
2. dust/science/food/industry boost/efficiency. Each hero can have 0-2 of these so you'll want a hero with 2 boosts or efficiency, ideally for resources that will most benefit you. Boost gives an immediate flat buff (great for a new fledgling city) and a small % bonus, while efficiency adds +x per worker, so if you aren't putting workers on dust then dust efficiency wont do anything for you. A really ideal hero for putting on new cities will have 2 boosts, such as food/industry boost.
That hero has science boost 2 and army initiative boost 2, so he's a split between general/governor which is generally not ideal, but this would be a powerful governor for a pure science focus. He's also equipped with an item to give additional science per worker (titansteel accessory)
Generally speaking, cultist heroes make really good governors as their skill tree buffs everything.
Drakken heroes are focused on food and influence.
Wild walkers - industry
Roving clans - trade routes
Broken lords - dust and strategic resources
Ardent mage - science.
Vaulter - science/city defense
Necrophage - food/unit production
Forgotten - spying.
A third thing to take into account is sometimes you'll get an item from your faction quest that is only equippable by heroes of your own faction, i.e. broken lords get a +7 food/dust/industry item but only for their own heroes.
A district will level up to 2 when it is touching 4 other districts.
You usually want to build with shape b or c depending on the shape of the region you're in and where the anomalies/river are.
Trade routes are strong