I've been seeing a lot of "How much do things cost" and "travel time" stuff. I think that the economics should be presented as: "Here is how much a shirt costs in a world that models the middle ages closely... Here is how much a shirt costs where technology/magic/whatever has changed shirt-making from a one person, skilled job (which it was) to a mass produced item." The economic decisions, as the magic levels and effects of religion, will be made on a game by game basis, so the coverage in Fantasy Hero should be some examples on how shirt cost will change per the other decisions. I am completely uninterested in a list of costs, because it will take up room much needed for more necessary things. And, what if I decide that I don't want the economics in my world to work the way they're presented? Much better idea to discuss the underpinnings of shirt cost, rather than just a straight cost based on things that might not apply.
Travel time will vary dramatically also, depending on the availability of magical/technological means. Not just standard magical gates, but what about magical horseshoes that turn a horse's running to 0 END?
I would prefer thoughtful discussion of ramifications of various magic levels over straight lists of proces/things any day. I can see the piecemeal armor stuff, and the mass/weight of standard things would be cool, but costs and times are too variable to make a list.