I agree; a larger wraparound map would likely be a good way to extend the game. It may also be worth considering game options concurrently with the map. We probably don't need to muck around with value multipliers (income, resource, supply), starting provinces, or independents' strength, but for other things:
Site Frequency: We get percent values from 0-75% in increments of 5, but a simple "none/low/medium/high" may suffice. Basically determines gem income, with certain sites giving special recruitment options or other effects, for good or for ill. High site frequency means magic gems coming out of the wazoo and ritual spam everywhere; low site frequency means that players have to be much more sparing with spells, and increases the relative value of capitals (since factions always get a starting income of gems via capital sites)
Random events: Rare or Common? On the one hand, common events are more entertaining, but on the other hand, there have been players who have literally died due to poor starting options and a bad opening random event (low dominion + dominion-lowering event = third-turn dom-kill). Even neglecting that, early events can have significant knock-on effects. It's never fun to get crippled early not because of anything you did, but because the RNG decided to rain on your parade.
Story Events: Do we want these more complex event chains?
Score Graphs: On or off? Llamaserver displays values turn by turn anyways, so it may be pointless to turn them off, but we can run on the honour system, no? Oh, but keeping it on also makes it more difficult for players to run away with the game, while keeping it off converts a thorough scout network from a very good idea to absolutely critical.
Hall of Fame Entries:: 5, 10, or 15. Getting into the Hall of Fame gives commanders special bonuses (which they keep even if they leave after), so more slots means more bonuses for more players. Fewer slots cranks up the competition for those bonuses.
Limited Unique Artifact Forging Rate: If on, you can only make one unique artifact per turn, mitigating the importance of any race to Construction 8.
Research Speed: Standard is probably fine here, but we can also use this to accelerate or decelerate the game.
Thrones of Ascension: This can wait until we have a map, so we know the province count. I'd like to have at least one throne per player for three thrones per team, and also a good mix of thrones of all levels, but on the other hand, a throne next to your capital can really choke your expansion in the early game, especially now that they're smarter as well as stronger.