i can't see a real use for the food camp. I mean, whats the point to keep food there if you don't keep serfs there to take the food to the soldiers. The serfs would have to come from the base to the food camp, get the food from there, and then feed the troops, so...

bad idea.
About having more than one village. I think that is quite cool, could add a lot to the gameplay. As GWB said, you should be able to swap villages in the statistics. You should assign new buildings to villages (by default they should auto-assign themselves to the closest, road-linked village [storehouse]), but also, you should be able to change the buildings from one village and assign to the other (I don't know if all this is possible. I can't think there is much point if one village can't "communicate" in some way with the other one)
I lift a point about schoolhouses: Would the units produced there, be assigned to anyone of the villages you have, or only to the one the schoolhouse is assigned to??
But i really like this idea... And also I didn't forget the trading between players idea, and the idea of digging up roads (fields and vineyards would be good too)
Colonial cart: That is nice for the "no storehouse" initial setting. I don't know if you should be able to build one yourself, though.
Transport carts: Not bad. I'm not totally convinced yet.
Training Grounds? Sorry, doesn't sound good.
Fish Dryers: Only if there is any change to the current fish system. Like SirCabbage said, the fishes could be replenishable. But overall i think it would remove the Fisherman as that "Fast, urgent food production" house.
Lookout tower: I'd heard about it with the fog-of-way stuff, and i think the alarm that enemy was near would add a nice detail to it, making it more balanced.
Geologist: I think this should be optional in the games. In maps with large rocks, but not made to make any iron chains, only leather, the guy could make many iron mines and as many geologists, and have a nice iron production. But the building could also be a nice addition. He must come out not very often, and most times return without finding any new iron/gold/coal?
Forester return: Well, i think the way it is is ok; There isn't any addition in having a forester (You can now have a woodcutter and set him to "just cut"). If you had 4 foresters you couldn't have only 1 woodcutter; They would cut 4x faster than the woodcutter would plant, lol.
Wheelwright: If carts or siege equipments are ever released, the wheelwright could be a nice addition to slow down the production.
Any other ideas???
I got quite carried away

but these are my opinions.
thanks for listening.