Does the clan power / prosperity metric of the homestead ever do anything? It's not explained when you first get access, and then I never found any use for it except, well, getting even more resources that I don't need.
I haven't headed back home for the Althing yet, but I've heard this affects the endgame... You need to have a certain level of prosperity / power for the King to decide that you are a good theign. If you don't, he'll basically side with Skule in his takeover (I don't know if this results in an instant gameover or makes for a tougher fight).
Given that random battles are almost nonexistent (I only had two the whole game), fatigue and camping is also far less relevant - you just march to your destination, fatigue be damned, then camp just before entering, or camp out just to heal and craft. There's never any need to go for an occupied spot, and due to skillpoint glut there's never any worry about camping in a nonideal spot. In other words, most of the decisionmaking on camping from Conquistador disappears. I wouldn't welcome more random battles, though, and maybe a decline in the resource glut and increase in combat difficulty will solve this problem.
I assume you meant you would welcome them? I would, too. At least, a few more. I've gotten the tainted water random event too many times. "Damnit guys, check the fucking stream for decomposing animals before you take a drink!"
I think making the resources more scarce and combat encounters tougher (either by adding another unit or two / beefing up their stats) would do wonders for this game. The other big thing change from Conquistadors is that in that game if a character was injured they couldn't participate in fights. This forced you to use different party make-ups and of course camping to heal your injured companions ASAP. I wouldn't mind seeing this requirement return; at the very least it should be an option in the difficulty settings. Perhaps let them fight with light wounds with a significant stat penalty but further wounds prevent them from fighting at all. As it stands I am in no rush to heal injuries as I barely even notice the stat penalty in fights...
Crafting is currently mostly gated by available salvage, not skill, and then ~30 salvage is already enough to get you a weapon better than most you find until late game. This isn't going to be solved by just jacking up crafting skill cost, because you get a million skill points anyway and you can easily get a craftingmonkey to spend all their points on it. Without making major system changes, it would be more important to jack up the salvage cost - hell, you could double the salvage cost from now and crafting would still be powerful.
Adding a preparation phase is crucial, but that would also make the combat even easier than the roflstomp it currently is a lot of the time, so enemies would also need to get beefed up.
I'm almost of the opinion that crafting in RPGs is an abomination that should be abolished alltogether.. To me it almost always ends up either being irrelevant or making the magic / special equipment you find less magic and special. I have a preference for relatively rare unique loot with lore behind it (e.g., Baldur's Gate) rather than constantly tripping over magic items (e.g., D:OS). I've found some items in Viking that would be pretty awesome, but I've already crafted something better or equal. And that sucks. Of course, since it's already in the game it's too late to get rid of, so I do think making salvage a lot more scarce / increasing the salvage cost is the way to go. As you said, as long as we can create companions, the skill point cost doesn't matter...
Also, speaking of the companions we can create in Ribe, I was thinking of a ways to make them less of a problem. Since they're supposedly mercenaries I think at least you should have to spend some valuables to hire them. And we could perhaps have several different tiers of mercenary at varying cost... Essentially pay X amount of valuables for mercenaries with y number of starting skill points. Or, alternatively, remove the ability to generate your own companions and have a limited pool of pre-generated mercenaries but at least to limit the potential for min-maxing. E.g., you can hire Erik the Blacksmith for 1,200 valuables, Einar the Hunter for 900, or Aslaug the Shieldmaiden for 700. Make the skill monkeys limited and cost more than back up fighters.