I've read that but I was referring to the details. Allow me to contribute some ideas:
Prison Break
How I'd build it would be somewhat along the lines of attacking hideouts. We camp outside the city until nightfall and then we start from outside the city gate and the lower the rogue points, the more guards there will be. (Is there a point to crouching? What about sound? Does gear have a "sound" quality? Like perhaps Suede boots produce 0 sound but Plate Lamellar Boots produce 10 sound and the more overall sound value you have, the easier it is to attract attention.)
The objective would then be for the player to attempt to break into the city (scale the walls, do a lockpicking mini game, bend the bars, bribe etc using Control, Rogue, Vigor or Charm attributes/skills respectively) and then either fight their way to the prison or sneak there.
Additional things I'd add are the chance to start fires and/or other distractions.
Rebellion
A more complete version would include consequences. For e.g on capturing a town, the player could be confronted by representatives from the neighbouring kingdoms along the lines of "Hey that's a nice town you have there. A pity if someone were to ransack it".Or "Thanks for liberating MY town. I'd like to have it back."
And refusal will naturally lead to war. That'd force the player to either sell the town, give it up, join a faction or go to war.
Without these consequences, a player can slowly conquer the whole map without having to defend their possessions.
Diplomacy (Campaign vs Sandbox)
In Campaign, we have the back story from the Folly quest. Vlandians betrayed the Empire etc etc but we don't see the grudges play out.
Why doesn't Mesui seek revenge? I can't remember the rest of the story because it's so forgettable. Make it affect how the game initially starts out and it'll be more memorable. Introduce some options to the main quest where we can choose to help patch up misunderstandings or relations. Or even trigger a civil war in Aserai because of that feud.
Otherwise, what's the point of the story?
Food/starvation
That seems to be something TW is fixated on - having a constant boom/bust cycle. It's very annoying from a player's stand point. I put good troops in my garrison with the full intent that it'll be there where I need it. Having troops starve and desert because of some mechanics that the player has absolutely no control over isn't good design. There are many ways around this:
1. Kingdom Policy - The spice must flow - caravans from hostile factions are free from molestation and as such, they will continue trading uninterrupted.
2. Dynamic values for orchards, make it a function of prosperity so as prosperity increases, so does food production. You can set limits so prosperity will approach 0 gain without causing starvation.
3. Allow players to provide food separately for the town and for the garrison. Towns can be done via quests. Say give x amounts of food and gain y amount of town loyalty. So even during starvation, the town would not rebel because we'd have quests that would give temp boost to loyalty. And a stash for garrisons so we can just dump lots and lots of food there.