Ill stay on the concept side of the discussion and tackle only one of them for now.
The Razing of Cities or The Strong get Stronger and the Weak get trampled:
Main argument is the wasted time in quality grind for competitive cities, or just wasted time for regular village.
Each city generally grinds their own tools, not having any "need" to share them even among allies. If you managed to relate q grind to diversification of the economy in a "Kingdom System" it would negate it, by having previously established a diverse economy among the Kingdom's subjects which allows to replace a high q cow with trade or expropriation. For example, cattle could have a "gene pool" which lowers its q gain after a short while if they keep reproducing in the same group (i cant think of a way to determine this). This would encourage developed Villages or "Kingdoms" to help or "invest" in a hermits or small village cattle production, to have a completely different gene pool that doesn't lower their cattle q. It would also add some mobility to the quite static economic hierarchy, since the bigger subjects of a competitive Kingdom would each have a developed area of the economy, allowing for general hi-jinks treason and backstabbing.
Trees, farming and a few other stuff, could handle a similar system, the key being that it doesn't really bother you early world, becomes an advantage by middle world and an absolute necessity by end world. It would also tackle the so called PVE end game, by mixing it with Player Management outside your own village or alliance.