Just an observation, but I currently see little linkage to the old world aside from a few honorary mentions like English battle flag or rights of the Englishmen. My feeling is that in order for trade to function properly, we need to have a 'home' market. What made the 13 colonies great was their ability to sell goods unique to the new world back to the old world. So I'd like to suggest a couple of things:
- Introduce more cash crops (eg Tobacco, sugar cane, vanilla, indigo, etc) and other sellable commodities (gold, silver, copper),etc, as well as derivatives of these (inspirationals, weapons, tools, furnishings, etc)
- setup a trade system in Boston where you can sell goods (potentially only in bulk) to 'home nation' traders, thereby earning perks or 'ins' with that faction if you do well; I'm not suggesting a market to sell all trade goods, just some good basic ones for each nation, with a few buyable perks maybe in return from these traders (like special weapons, statuses, rights, etc). Eventually this may lead to a 'mission' type structure if it works well. At least then the grinding will lead somewhere.
- not strictly related and likely suggested before, but maybe a profession specialisation at some point; a pilgrim can choose to focus on one area and will then have additional skill levels available to him in that profession. it makes little sense for everyone to be good at everything I'd say. Maybe a professional trader can earn more silver with 'home nation' traders for instance.
- where are the buffalo and the boar ? I would argue both were vital early on in the colonies and would make hunting slightly more interesting.
- where are the natives ? they could have representation in/near Boston and would also provide interesting ideas for trade and barter, as well as tie right in with my perks idea above.
None of the above ideas are incompatible with PvP - they can be used effectively to get the balance right between grinding and reaping/fighting.
Also, separate idea specifically on PvP and towns - couldn't the churches or town halls (which I'd really want to have introduced as well) be 'safezones', where combat won't work. Sort of along the lines of the townsfolk huddle in the relative safety of the church whilst outside the raiders maraud and pillage. That might set the cat amongst the pigeons a little since it could be 'gamed' a bit and may force a little more role-playing than just hack, slay, permadeath. Maybe have that church bell ring when under attack for instance.