It would need some playtesting in practice, first. It's a new mechanic so more of a significant addition than just a new unit, for example. Expect to see it in a module before it's an official part of FF. The good thing about modules, even if made by teammembers, is that we can throw caution and balance to the wind and experiment with cool stuff. Safe in the knowledge that it can just be easily turned off, or is otherwise optional to the end user. See Bannor chain of Command as an example
Also, as mentioned before, modules require almost no maintenance efforts, so it's make once and then just copy it into the folder for future versions. As opposed to a more traditional modmod like FFPlus, which valk has to maintain and update with each new FF version. But as mentioned also, modules have limitations, like the inability to add any python code, and certainly can't modify the dll. Xienwolf has lifted a lot of the xml restrictions though. I'm not sure if there's anything now in xml that can't be done modularly. Or at least anything you'd ever want to do.
Rebasing: Seems like a good idea, but perhaps too good. For example, if we used an importer unit that has to actually move to the target city, then it would mean that.
1. Sending food to cities across the sea would be impossible unless you have ships to transport it
2. Enemies would be able to cut off the supply to a city, by assassinating the importer, and blockading the road to the city so that another one can't get in. Effectively cutting off the food supply of a city during a siege.
3. A safe route from export to destination would be required in order to initiate the trade route.
I think these weaknesses, would add a bit more immersion and fun to the concept, rather than ust making the unit instantly able to teleport between cities.