That misunderstanding of the suggestion is tedious to read through. One thing I hate about this community is the elitists and unwillingness to see any changes. You may be winning at the game as it is and you might like that, but it doesn't necessarily mean the game is good. Winning by quality is a chore.
With the world ending and all, a few of my friends and I left our gates open and went out to find someone to kill. We found the world to be lacking any signs of life, but did find theft scents when we returned to our base, so we tracked the thief for hours, eventually caught up to him, and killed him. We had a lot of fun and laughs along the way, something the game's current system holds us back from. Why waste the time and effort of 3 people to find and kill a bear when one person can do it safely and easily with a sling? Why forage in a group when that means dividing the findings? Why build near anyone if it means you'll be at risk of being killed? The settlements we found in our long journey were all isolated and barren, with the exception of a few that had plowed land indicating someone was still farming there... behind a large, cold brickwall with few homes built inside. Playing at least a few hours everyday for a month, I encountered maybe around 10 hearthlings outside of my group, and most of them quit the game while they were still wearing linen clothes and nettle gear.
Anyhow, this game could use some change. It'd be more interesting if there was more involvement with other players and if you'd see them more often. You could argue the current system encourages trade since everyone's so desperate to raise their stats as quickly and efficiently as possible, but the permadeath and emphasis on stats makes us unwilling to be around other players otherwise. I still can't believe we didn't find a single player after hours of searching for someone to kill, we even marched up to brickwall settlements and shouted at them in hopes of someone coming out to fight us.
I like the idea of roads - a slightly more civilized world where players interact with each other more. Roads/milestones being necessary between crossroads sounds great to me. It'd be more meaningful if the villages/destinations were actually connected in some way and it'd encourage people to build villages somewhat closer to each other. I think this would go well with some old suggestions regarding allying villages. Perhaps if two villages become allies, each village could set some point where the road begins/ends and associate it with the other village's point. Then between these 2 points, for the involved villagers, the paving speed would be made instantaneous (like planting grass) and perhaps with plowing not being necessary so it would be less tedious to pave a road. It could be something like this with X marking a village's road start point and the red rectangle indicating the enhanced paving zone:

Using the enhanced paving zone could also drain your village's authority a little, just to give authority a little more use. Perhaps the chief or lawspeaker could toggle whether their village wants enhanced paving speed or not. If each side agreed to the road, then perhaps the start/end points could count as milestones so you wouldn't need a bunch of them inbetween.
Being a bandit on a road between villages would actually be viable if people needed to use roads. Right now it's impossible since everyone teleports everywhere, or it's extremely hard to even find any active players. We need horse riding and more people using wagons. Maybe even let people ride in carts as a lower tier form of transportation. Other options this would unlock:
-Selling wagon rides
-Selling horses (if horses ever implemented)
-Courier services
-Hiring people to protect the wagon from bandits
-Tourism (would work better with more building options to make a place worth visiting)