Some perks will provide passive XP. Auto-Resolution will continue to be tweaked.
The crafting system is not finalized and will likely see tweaks. However, the bulletin points you list are handled by our artists while your inquiry relates to gameplay design and code.
The new perk designs have 2 effects. I think overall they will provide more utility.
AI banners are not a priority at the moment. We may look into this later.
Our game simulates a medieval world (to some degree). We will continue to examine its overall health or balance in terms of providing a fun and sustainable experience and challenge. The listed bulletin points are some of the factors that matter in this regard. (To provide an example, we added a significant amount of female clan members to allow for a more healthy or sustainable population. Previously, the male female ratio was unbalanced which made for very few marriages and children. Excessive snowballing is another example of a "simulation health" issue.)
It refers to fixes & improvements to the current AI bandit hideouts that you can encounter on the worldmap. Player hideouts are not planned as far as I know.
Yes. These are already built into the game in a rudimentary fashion, but death and succession decisions are currently suffering some bugs. We are working on fixing them. In regards to the pregnancy system, I presume you mean additional fertility balancing and potentially points of interaction for the player. This is something we are discussing but it's not a high priority atm.
For now, this refers to balancing consequences and how to communicate them.
We currently do not have such plans.