When examining the world, I find it to be a tad to empty in between larger settlements.
Especially mountains seem just totally empty of people.
To me it makes the world feel sort of "too empty", like people just arrived five years ago. You also get a weird feeling like all the sites are like under permanent siage and live in gated communities surrounded by nothing but wilderness. The world doesn't feel "lived in".
So I sugggest scattering a number or mini-settlements holding like max 10 people normally around the map.
It should work like a "major" settlement like a city or a forest retreat each generate 1 minor settlement in ther surroundings pr 250 inhabitants.
The minor settlements should be linked to larger settlements, so you find them around where there's people living. Like sites generate them x clicks away from the site. So you get more populated "lived in" areas, but also some wilderness with less stuff in it.
HUMANS GENERATE (towns and cities):
Hunter cabin: A hunter, maybe his wife and kids. It has hunter stuff in it like hides, bones and meat. 1 pr year a trader arrives and buys all the stuff.
Watchpost: A 8*8 wooden 3 story tower with a lookout on the top and a guy with a horse at the ground floor. They watch out for invasions and megabeasts, and the horse guy rides off to the nearest town to warn them if they spot one.
Hermit house: Same house as the hunter cabin. In it lives a wise man that left socity to seek wisdom in nature. They're located in inhospitable areas like deserts and mountains.
Mining station: 1 shoddy house for miners to live in, 1 storage room for ores, 1 furnace house to smelt them, a small mining system below them. In mountains near roads. Population like max 5 miners.
MONASTERIES GENERATE:
Road side altar. It's just an altar they build in a place people pass buy, to advertise their faith. Maybe you can pray there?
FOREST RETREATS GENERATE:
Sacred tree. A random tree is deemed sacred by the elves. Max 3 religious type Elves like in the tree in order to listen to the thoughts of the sacred tree and then share the wisdom of the tree to their community. (You should SO much be able to cause mayhem and consternation by cutting it down.)
Giant animal training station. Essentially just a small field with a couple of elven animal trainers and some giant animals. The Elves deem it better to train animals more "in the wild" sometimes. So it's a place you can get in bad trouble as a new player.
DARK FORTRESSES GENERATE:
Children-snatcher hideout. A small house with disgusting crap in it. A couple of child-snatching goblins use it as a base for when they go out and steal kids. Sometimes you can find stole kids temporarily held here, before they're transfered to the Dark fortress.
Watchtower: Same as the human watchtowers. Except the goblins use them more to scout out good places to invade. It also has a torture room in the basement.
Altars. Goblins will sometimes build small altars full of bone jewelry and twisted statues to honor their demon load in places they deem to be good for this purpose. A couple of dead bodies of sacrificed sentient prisoners is all you find there.
ALL SITES EXCEPT ELVES
Logging stations where the sites get their wood. A shack with beds, plies of logs and 1-5 woodcutters heaving at trees.
Goblins should somehow be extra more destructive than the others.