Just some thoughts about fostering emergent complexity.
The situation in the current world is that there are a few people far at the top, and the rest are at their mercy. It seems like barely a few days go by without some settlement somewhere getting wiped out.
My position on this is that nobody has a right to be safe just because they want to quietly farm somewhere. And I say this as somebody who put a lot of effort into trying to get a town started that was, in the end, destroyed. It sucks that it happened, but Brodgar wasn't somehow entitled to being left alone. Farmers/builders who say that PvPers ought to go play somewhere else can have the same thing thrown right back at them.
Here's how I see it. The devs want emergent complexity. And the thing is, might ultimately makes right. Those with the power to kick ass should not be artificially held back from doing so. You might disagree, but I am certain the devs will never, _ever_ get in the way of a bloodthirsty lolwhut and his prey.
HOWEVER, I reckon there are generally two types of strong players. Those who are simply interested in raiding and killing, and those who are interested in projecting power and amassing wealth. Of course, there is going to be some overlap between the two.
I think the problem we have right now in the world is that the killer has the advantage over the power player. We have a massive world, heaps and heaps of disparate groups, and little to none in the way of coded political organisation. It is a wet dream for the raider, and a nightmare for everybody else.
The solution to this problem is not to somehow impose false restrictions on the killer crowd, nor to provide mr spud farmer with magic watchtowers or amazing walls. The solution is to enable the power player to actually start to hammer together realms. What we need, _desperately_, is some kind of vassalage. You can always say x grid is under our protection, etc., however this is rudimentary. We need a way of actually linking up claims/villages to established factions, and in-game warnings when members of that faction are attacked/killed/stolen from.
The targets of raiders and thieves should be the weak, the isolated, and the plucky do-it-alone types camping on a hidden resource. Yet we need another layer, a faction/political layer. Your average joe farmer _should_ have the option of obtaining some level of security, not by artificial means, but by belonging to a big ass group. The power of the few super players can be used to bring about some modicum of balance in this way. When it gets even more interesting is when these big groups start to squabble.