Nal Tar position is really painful, same for Muqaddas Pani. They're dead-ends like Leonion says, this one the biggest, as you can only access it from one point. Muqaddas Pani is a castle, they're meant to protect the kingdom and specially cities, that one does nothing there.
Like considering the attitude on new features or changes recently from devs, I dont think it'll be in for 3.9.2, but i still want to give my 2 cents and offer three solutions for discussion to improve the actual scenario...
Posting the image of the D'Shar i added to the wiki so that you dont have to launch game to check stuff, map is looking north
Red arrows stand for movement. Light blue ones stand for adding walk-able paths.
1. Move Muqaddas Pani to where Tismirr is, place Tismirr a bit to the west. Nal Tar will still be a dead-end, but at least it will have some direct protection (worst solution of the 3 but easiest one to do)
2. Add a bridge to either south-east or south (more logically south east, but having to go around the mountain would still annoy a bit, but still way less than having to go all around to Torbah to cross over the river). Muqaddas Pani will move to be around the bridge, thanks to the bridge it can remain close to his village even if it goes on the other side of the river:
3. Make the land on the southeast of Iskhoman (and above Nal Tar) walk-able, allowing to move through both north and south coast (but not over the mountain logically), place Nal Tar on the coast of the Cope (or in the interior, as its city scene shows no water whatsoever), place its village over it, and Muqaddas Pani covering the bottom entrance (as Iskhoman is near the top one)
I dont have access to a pc so i cant take a better picture, so i merged the one from the empire with the one of the D'Shar, sorry for the blank square, but i could do nothing bout it: