Option 1 goes better with my ideas
Again these ideas will have impacts throughout the design of many game systems.
I hope combat does not take up the largest portion of PW's content and that crafting, exploring, social and any other type of skills are all equally catered for in quantity and quality. (with a large nod towards encouraging RP over munchkins
)
Whalers, interesting addition, very nice potential if we had ocean going craft, multiple continents and a bunch of skills to go with life at sea at some point in the future.
I like idea 1 a lot. Fits well with talk of a decent economy.
Wheat farm -> Mill -> Bakers -> Consumers
With seasons people with some foresight will put some produce into storage so the population doesn't starve in winter or if crops fail. A GM ran event based entirely on an economic mis-hap that would create a lot of non-combat 'quests' would be very cool.
I'm rambling a bit here so I'll stop
Keep the ideas coming.