- If the store needs smithore to produce a mule shouldn't it also need energy? Have the store consume two units of energy to produce a mule so it becomes an active consumer in the energy market. Energy could be a big market within the colony and balances the smithore market.
I really like this idea!

What if it was one energy per Mule so Smithore is still the dominate ingredient to producing a mule.
- Energy could have higher demand, say, one unit for each land plot and one unit per mule. Increased production means bigger need for energy for transportation, storage, etc. In the real world energy demand curves upward as scale increases while in Classic Mule the energy demand is linear and feels artificially low (the energy market, aka the oil industry, is one of the biggest industries in real-world economics).
This is also an interesting idea, it might be worth testing/trying out. It does add complexity, for example try explaining to a new player how much energy they need. One per plot is very easy to understand, but it might not be too bad if it's something simple like 1 energy per plot for 1-10 plots and for every one above that it costs 2 per plot. Or if the UI constantly displayed your current energy needs.
- Have desert spots again so the energy producers have hi-yield land to compete for. And spots next to the river could be 3 unit food producers. Provides more opportunity to optimize land.
This would make more sense to add back in with energy being a bigger part of the game.
It might be interesting to allow a storage shed upgrade. For each shed you can store/prevent spoilage of X more units of goods (say 10 per storage plot). Of course adding them would reduce profit as they'd no longer provide production.
-Jara
PS: There are a few ideas I don't like much. Part of the game being an economic competition deals with not everyone being able to get all commodities at all times. Having a shortage and not being the one to buy it prior to another is a big part of the game, imo.
Having goods spoil is a balancer and I think not having it showed in Planet Mule how it unbalances the game (for the worse imo).
Having the store loan money would just add complexity for imo little gain.