With the knowledge of previous Settler games:
Papermill (pine/hard wood -> paper)
Book binder (paper -> book)
Candle maker (bee-hive (like a wheat field)-> Candle), additionally honey for honey mead perhaps? Either extra building or an option to switch a brewer from wheat to honey.
Church(!) - To use books, beer, candles and coin (maybe not bother with a jeweller?) to recruit monks, cardinals, etc?
Possible use: convert enemy troops, buff economy (threefold? fourfold maybe even?), buff troops (extra damage, or take less damage; applied on a particular general)?
Grape farm - produces grapes (with grape fields like wheat?)
Winery - Grapes -> wine (extra buff ingredient? Longer buff? or threefold?)
Apple farm - produces apples (buff ingredient?)
Dairy farm - produces cheese
Pigfarm - wheat + water -> meat; this may be a balancing puzzle make it worth getting it yet still a worthy alternative next to hunter?
Shepard - produces wool
Weaver - Turns wool into clothes
Harbour - shorten travel time to adventure with 5% of base value each level (added storage as bonus?).
Possible addition:
Shipwright - hardwood (possibly other materials as well) -> ships: used at harbour to shorten travel time for a period of time (global buff, all generals, to shorten bringing lots of troops with 1 general)?
Or combine the two, harbour and shipwright, into one independent building: make it work like provision house, of the size of the barracks, where it only consumes materials when you make the buff, and then the buff has to be applied to the general's garrison. And could only be built on a "harbour node", much like the other resource nodes work, except no resources there.
Just my 2 cents..