@Shaelin I agree with " just-passing-through feel" , much in the same way we can have cellars and charcoal pits , we can build some sort of multiblock structure to designate the area and when we sleep and wake up ,there could be a trader there .While not what i originally imagined , that does seem to fit the game feel much more but it doesn't make sense to have them be mobile , despite the wheels ...that would be counter productive to the game , if the game expects us to travel to traders and build infrastucture to support travel between various traders , then why have them moving ? And beside that , the implementation of such a feature would probably be impossible , deciding paths , and dealing with terrain features ?
@Soliton You make some excellent points , but when you said "they are capitalists and should be where ever there are gears to be made" that really stuck a chord with me .Additionally , your suggestions to maintain balance seem ,well , balanced .As for your expansion on the apiary point ,I agree on most points with 2 exceptions ,there should indeed be a way for the player to detect his hive has been compromised so that he/she may take corrective action in a timely manner and the second point i disagree with is the binding of flowers to the hive , this sounds expensive for the game performance for such a small game mechanic , making the honey timer longer would achieve the same thing .
As a counter to your last point about timed pollen , let us take frames out and extract the honey with restriction being that the bees don't produce honey during the winter and are required to be left with some honey to survive the winter akin to how its done . As I've said that , i realized that the frames could be consumable , but reusable , to reduce the grind of getting reeds , but keep it balanced .
Thank you both for your ideas.