To reiterate what was said on the discord, I remember a discussion a while back, about a simplified resource system that would add a bit of the opportunities of the past iteration, while being somewhat simpler.
It involved adding, on top of Gold and Food, two new generic resources: Materials and Luxuries.
Both would be tradeable and perishable, like food. Having a large surplus of materials would offer various buffs, such as: cheaper repairs, quicker repairs, cheaper wall repairs, cheaper infrastructure cost, better RC consults, and/or quicker RC replenishment. Having a large surplus of luxuries would result in increased control, morale, and loyalty for regions and/or troops. Both would have decay and diminishing returns.
These generic resources would allow to address many of the goals of previous iterations, while bypassing the complexities of balancing a large number of resources (such as wood, metal, stone, etc.).
It'd be understandable if the current roadmap is already too burdened, though.