My ideas from 1 month of playing the remake - I played the original TSK game A LOT and I like what you have done in the remake, especially the switch in Woodcutters to only cut trees or the new messaging system for hungry units or empty buildings.
My ideas, how to improve the remake even further:
- woodcutter should have two on/off switches "plant trees" and "cut trees" for better micro management options.
- nice to have - woodcutter might have "cut that tree" command, if you want to get rid of selected tree in the next cutting phase.
- same for stonemason "dig that boulder", if you want to make space for building by removing selected boulder, but isn't it too much against the original game concept?
- farmer might have similar on/off switch to "plant" and "cut" corn?
- depleted mines should have in building description some text message, that building is depleted. Sometimes it's hard to tell, only by searching depleted messages. Same for fisherman, stonemason.
- nice to have - option in School to "train this type of unit indefinitely", but this feels a bit like cheating

- put back siege workshop and town hall,
as described here
- my really old idea, how to improve the game -
self-defending serfs and workers. This worked in Stronghold game if I remember it correctly - when woodcutter, butcher or just serf wearing axe, sword, pike or halberd meets enemy, he will attack him with a power similar to militia. It just feels weird, when serf is wearing sword, is attacked by axeman and does nothing, right? The only problem might be proper animations for all self-defending units. Similar mechanics should work when serf wears wood or iron shield - he should get better defense against enemies.
- configurable priorities for serfs and workers - I'd like to have switches like: roads, wines, fields, buildings, repairs and priority values [1-5] just like with metal/coal/corn/wood management