Interesting and good design idea to provide - as you already stated - a much better defense against slaves.
Though, that's the only good point about the actual castle: All the buildings and towers are inside the walls, thus unreachable for the slaves' torches. Only point they could attack is the single, small gatehouse. Moreover, all the good things are kept within walls, but seeparate and inaccessible, resulting in a lot less "useless" running around of the workers while still getting a positive fear factor.
But there were some bad points about the castle:
First of all, 1 well for such a big castle is definitely not enough. Next, the row of inns and the armoury cut off the shorter way to many buildings and make it necessary to go all the way around.
You placed houses close to the stockpile and breweries and bakeries further away, further decreasing the efficiency of Saladin's key economy. The granary is also relatively far away from the bakeries.
The amount of breweries (2) is too low for supplying 3 inns with ale with positive fear factor is too low, 4 breweries would be a lot better here.
I don't think Saladin actually needs any woodcutter huts inside of his castle, as basically they are more efficient next to trees, and without trees they're useless anyways.
And - in contrast to the Caliph - Saladin has many other buildings to put inside his castle. He might do well with a 4th inn for example.
This Saladin castle has no moat, weakening his defenses. Pitch ditch, killing pits, dog cages and boiling oil also were not used, no fire ballistae as well, leaving him with just one layer (but more than 1 tile thick) of walls for defending himself.
Moreover, there's only 1 gatehouse, slowing down his economy a lot and making a siege against him easier, as his workers can easily be locked out, or in respectively, and (as there is no stairs in the whole castle) he can't send troops onto his walls and towers when his single gate is closed. And even when it is open, re-manning the front towers still is quite slow as the gate is at the very back end of his castle.
You gave Saladin several blacksmiths and armourers. That's... well, it's ok, as his default castles also have these, but giving him fletchers instead would be cheaper in the setup, more efficient and profitable for him and independent of map resources (on maps without iron, Saladin would buy iron to produce and sell swords, losing a lot of gold in the process; buying wood and selling crossbows earns him a lot of gold). On top of that, Saladin will repeat the following scheme when he runs out of iron: Wait - buy 2 iron - all his workers run to stockpile to grab some iron - most of them return without iron - Saladin has again run out of iron - turns all smiths to sleep (including those who actually got some iron and are currently working!) and loses the iron. And this all over and over again. And many maps have only few or none iron on the map, making this happen quite often.
Ten building steps (79 to 88) do nothing at all. I guess, you placed wall and later over-built it with another wall, making the earlier wall-building-step have no effect at all. That may slow down his castle setup unnecessarily and looks strange in the aiv editor.
Except that, the building order is ok, although placing trading post and especially engineers guild a bit later would be better.
The troops were placed without explicit mistakes, although the layout and placement of the troop creates some safespots for attacking troops and could be improved.
All in all, it's not the worst castle for Saladin that I've seen, and basically it works, but it's not really good. Though, with some improvements and corrections it would do a lot better.
[Edited on 03/18/13 @ 05:13 PM]