Alright, three things to address here.
Esta - I agree, they shouldn't be useless, but clearly inferior to the more expensive javelin types. While I like the idea of a randomized attack, I will probably scale back the numbers and size quite a bit, as a lot of the ranged power of a projectile comes from the weapon with which it was fired, which is not being changed at all.
Pan - I have not had any trouble getting rid of slabs of accreditation. Excess technology advancement slabs can be removed at a trash compactor. I will add another reaction to this workshop to simply destroy the original slabs for use when you've already unlocked everything. This reaction will not use any specific labor, so it will be much faster. The reason that javelins don't work properly with caravan guards is because javelin throwers are a permitted weapon whereas javelins are just products of a permitted reaction - it had to be this way because the stock 25 to 1 bar ratio is hardcoded. Caravan guards will only use permitted equipment, and caravans will only ever trade permitted equipment (this is why you can get bayonets from a caravan, but not advanced mechanisms). I do, however, agree that your fight did not quite work out to be quite balanced. My guess here is that the massive size of the bog trolls (combined with the whip's ridiculous velocity multiplier) is giving them so much armor penetration that they're easily killing much better equipped units. To some degree, they should be challenging foes, but the lashers are still an order of magnitude above the others. Which brings me to my next point...
nuklearpower - do you mind if I make your modification to whips a part of the mod (with credit, of course)? Something as simple as changing the attacks from blunt to edge seems to bring them down to earth considerably, and I like what you did with the velocity multipliers.