What thinking do you have to do now, exactly? What strategic depth did this add?
At best it turned caravans into an escort quest that never ends. At worst it became a feature I'll never touch again because it simply isn't profitable compared to other options.
Also caravans were never infinite money. They were enough to turn a decent daily profit that allowed you to field a big enough army to be relevant in the bigger battles. A good bridge from stomping looters all day to being able to advance to taking on caravans and lords. In other words they existed to allow us to engage with the actually fun aspects of the game before we were in a position to own and defend a fief.
Now that bridge is gone. Guess I'll go back to farming looters and tournaments.
Yeah this is it. Same deal with workshops. I don't care if i make major profits from it but i want it to be able to allow me to fund an army that can fight.