Interesting update, Glue seems like a good use for bone but it seems the amount of bone needed per unit of glue is a bit high, as if the whole Ram is being 'balanced' by the high amount of bone needed for this material. At present it doesn't look like you could incorporate glue into other recipes without it being prohibitively costly. No ones mentioning the woodblock 2 branches reaction much but that probably means everyone loves it, it really helps address the long term oven fuel issue, one log makes 12 blocks which makes 60 branches which can cook 20 batches of bread for 80 bread, a whole cupboard full, previously you would need to have stripped a dozen trees for that many branches.
Ok on the main issue of contention, these rams look like a nice idea and look like they will help get some sieges and battles going. I think the appropriate defense is some kind of ranged attack that damages the ramp and/or the people using it, this could come from a 'tower' of some sort that enhances ones archery ability (better range and damage at the very least). Of course the attackers could build them too to fire offensively into the place their attacking. Ultimatly walls should be a power multiplier for the defender, making X defenders able to hold off say around 2 or 3 times X attackers. As stated the better side should ultimately win but the defender has spent time and effort on defense so their is an advantage.
I like a lot of the stuff by Lothaudus, though I think theirs still use in semi-automated travel mechanisms. Perhaps something ware signs/lighthouses are placed a player with a skill perhaps called 'trailblazer/navigator' activates one sign/lighthouse, physically has to walks/sails to another and establishes a link. The actually amount of and type of terrain passed gets recorded to establish how much weariness is created when using the resulting route/shipping lane so building a road and walking it would provide tangible benefits. If the route is recorded as a vector path (a list of direction/distance combinations) which is very memory efficient, then when someone tries to use the path the game can simulate attempted movement over that exact same ground and detect in real time any obstacles like walls which would block travel. Their might even be a 'Highway man' skill to interrupt travelers and ambush them

. This might be a better solution then trying to monitor every change over a large section of map for things that block access as you don't need to implement any real pathing algorithms. When players use the routes/shipping lanes they have to do an hourglass wait while the simulation runs but they still get a considerable bonus perhaps as high as 10x what they would otherwise move at so a half hour journey would just be a three minute wait but theirs still using the same 'topography' as everyone else.