These are some thoughts on the caravan missions from Somebody from another thread. I'll try to address them tomorrow, and some of my own ideas on balance.
Caravan fighting effectiveness - with the turn direction limited, caravan masters are unable to get at enemies directly behind them. There is also limited reach in front, especially when the camels seem to be higher off the ground than regular horses. Again, guards can't actually shield them for this reason. I'd keep the crossbows though, it's better than punching the air when they run out of jarids for certain factions
Loot - it does seem slightly unrealistic for it to pop out from a dead caravan master when the chest is bigger than him. Maybe make it an attached scene prop, or model it on the mount? Then you'd run into the problem of not getting drops from the caravan if you only kill the mount, or dropping loot from dismounted caravan masters. I understand why dismounted caravan masters don't despawn, so I think agent_get_attached_scene_prop is probably the best solution (making loot act like flags on the lower back). This would also lead to the ability to have goods of differing values instead of just generic "loot"
Loot mechanics - again, unrealistic for other caravan members to just ignore the piles of treasure on the ground. For defending players, it should be possible to retrieve loot (give it a 20 second use timer?) so as to deny it to the attackers. There shouldn't be a reward for doing so, unless you also code in the ability for players to carry loot toward the destination (or dump it on another caravan master). This is probably simulated by the loot disappearing though, but it would be more interactive if later caravans stopped at the actual loot to safeguard it until it disappears. Guards unattached to caravans should be doing this in the first place instead of fading away. On the other hand, the loot certainly shouldn't disappear while you're looting it. Extend the lifespan of the scene prop by the use timer if necessary. This could become problematic if you just have somebody spamming use on every piece of loot on the ground while other players pick it up, so perhaps each piece of loot should negatively affect on the raiders with agent_set_use_speed_modifier and/or agent_set_speed_modifier?
Healing - horses don't benefit from the magic carpet, nor do players benefit from the destination on the other side (understandable, since it prevents spawn-camping)
Retinues - they all go toward the map border while trying to fade away (agent_start_running_away?), often leading their enemies with them. I have no idea if the new retinue the player spawns with should be discounted when there were clearly bots of the same type still alive, as they are fairly cheap for their value.
Maybe you should make a new thread for commenting on each game-mode so we don't clutter up this one.