Fence: "You may sell up to 3 gold of crafted items." What price to crafted items sell for? Presumably more than simply the component cost. How do special materials factor into this cost, such as an elixir made with magical beast blood?
Craft: "You may craft 10 levels of items." This isn't enough, and honestly doesn't even make sense. IG it takes the same amount of time to craft an item of any level, so why should it take more when using time units? This also scales horribly as now at the end of the campaign people often craft with high level components, meaning you might only get 2-3 items crafted with this TU. Perhaps change to "You may craft up to 10 items," though honestly to my mind even that number is low since it only represents 50 minutes worth of work.
Research (Lore): I have used this option a lot, but honestly it is only occasionally worthwhile. Most of the time I get information that is useless, is soon contradicted, is ignored, or is revealed to everyone the next month anyway. I feel answers gained through research should be a step above a typical lore test and should represent specialized knowledge that the player then gets to disseminate themselves.
Lower payouts for Paydays and Harvests. I hate to recommend this mainly because I believe the three payouts (Harvest, Easy, And Risky) are finally well balanced with one another, but I'm not convinced they are well balanced against the game. 3 SP per TU is a lot for an EPD, but I'm not sure how to balance lower payouts wwith risky payday. Someone with 5TUs can net a gold and a half between events for doing nothing. This discussion risks leading to a larger one about balancing game economics which I would very much like to have, but I am not sure that it fits under this topic.