A couple of moderate requests:
Faction Cultures
For faction culture, the option to choose the "Peasant" and "Adventurer" cultures, in addition to the core, Bandit, and Custom cultures would be welcome, for those of us who don't want to follow any specific "kingdom" concept but who also don't want to go through the pain of rigging up a custom troop tree.
General Labour
An interesting twist would be to introduce a generic economic occupation, "Labourer" or "Housewife", which produces an amount of Wood, Stone, and Food (all three simultaneously) equivalent to 90% of the efficiency of dedicated workers. For instance, if there are three Labourers, then they will produce 90% Wood, 90% Stone, and 90% Food (where each person produces 30% in all three categories), compared to having one Lumberjack, one Quarryman, and one Farmer producing 100% Wood, 100% Stone, and 100% Food (where each person produces 100% in one category). The net result is that you lose effectiveness when using Labourers but you gain simplicity of management.
To add an additional benefit or at least an amount of uniqueness, perhaps each Labourer or Housewife would actually produce a random amount of labour in each category, as long as the total is 90%. One month, a Labourer might contribute 25% Wood, 45% Stone, and 20% Food, whereas the next month, the Labourer might contribute 10% Wood, 15% Stone, and 75% Food.
This would serve to make the economy of early villages a little less predictable and a little more entertaining. It also enables a purist roleplay factor where, if you choose to draft only men for the military, the women technically aren't stuck with the hard labour jobs!
If desired, Peasant Men and Peasant Women could also be considered to perform random jobs, but would produce only 50% rather than 90% efficiency, to encourage the settlement owner to invest time in training them. However, for game balance, it would probably be better to assume that Peasants simply survive on subsistence occupations and do not contribute any growth to the settlement.
Population Growth
Every month, 1 reproduction point is produced for every couple in town, consisting of peasants or workers. The simplest way to calculate couples is to find the total number of civilian men and the total number of civilian women and take the smallest figure. For instance, a town with 4 Lumberjacks, 2 Lumberjills, 1 Quarryman, 2 Quarrywomen, 2 Farmer Men, 6 Farmer Women, 3 Peasant Men, and 12 Peasant Women has a total breeding stock of 10 men and 22 women, for a total of 10 couples.
If the reproduction point total exceeds 100, one Peasant Man or one Peasant Woman is randomly added to the village. If the reproduction point total is less than 100, that is the percent chance that one Peasant Man or Peasant Woman is randomly added.
(This corresponds to an annual reproduction rate of 12%, which is extremely... fecund. But anything less would be unnoticeable to the player.)