Hello again, Seether.
I thought that I saw a sticky for "Mod suggestions", but I must have been mistaken.
It may help you to have one, as it makes it easier for yourself and others to find them, and lessen the "chat-load" in other threads. (You may or may-not find that necessary.)
My suggestion:
The Third Age Total War mod,(as well as the many sub-mods - "Divide and Conquer" being one of the best IMHO, and still in active development), use, or rather DO NOT use, merchants, but rather an increase in money based on the amount and/or type of resources in each particular region. This is accomplished by either the use of mines in particular settlements/regions and/or scripting for the settlements within those regions. This eliminates the constant(at least in my case), struggle of getting/developing decent merchants, finding decent goods locations, and starting all over again, when your top-tiered merchants get bumped-off by a roll of the dice. *admittedly, from what I can tell, they don't add much in the way of income anyway, unless of course you have conquered half the map. *However; I could be completely wrong about the income they generate as I tend to play mods that have removed them.
This also adds reason to obtaining regions with better resources, and again, avoids the micro-management of merchants.
As a side-note; the developer of the Third Age Total War, sub-mod, Divide and Conquer(Arachir Galudirithon), has somehow managed to all but eliminate crashes. While they still occur, they are rare(at least in my case). Most mods are rife with them. How he/they managed it I have no idea. He has a great YouTube site, with some very informative videos. If you are not already aware.
If you haven't already - you seem pretty familiar with modding this particular game, might I suggest you take a look at what and how, the mods TATW and subsequent sub-modders, eliminated the Merchant aspect of the game. *They also eliminated "priest" as well, and rely solely on infrastructure to increase culture/religion. This does cut down on more micro-management, because if you decide NOT to use assassins, your rivals are spamming your regions with priest ect...just annoying IMO, It might cut down, or possibly add to, the length of the scripting to undertake such actions, but it would be nice. (I can eliminate the merchants from my personal game but, I'm unsure how much they actually add to the overall monetary gain each turn. I find it difficult to imagine the loss of 4-5 merchants making 100 wowoos each, to have that much of an impact. As I say, I'm not sure how it all ties together, so I'm hesitant to mess with it atm.
In any case, its not a game breaker...just a bit of an annoyance. I could forgo the use of merchants, but then I'm constantly worried that my math is wrong.
Thanks again for the Reps, and this great mod...Wish I would have found it a long time ago...OK, enough reading...get back to work.