I wholeheartedly agree, they end up settling in wacky places anyway and it throws off balance. imo three things need to be axed here:
1) AI moving settlers around ( more trouble than it's worth )
2) starting settler promotion ( otherwise human gets an unfair advantage - the extra sight can stay I guess, but the extra movement needs to go )
3) goblin forts start with a goblin archer on them ( otherwise it's crippling to start next to one, 6 def archers are hard to kill and if you fail your first attack you get them promoted which exacerbates the issue. imagine if they're on a forest hill... ouch )
fun fact: the starting settler promotion was added so players could move away from Barbatos if they happened to spawn next to the broken sepulcher. since he's no longer ingame, the workaround is no longer needed ( most MP games remove the promotion for the issues mentioned above ) .
otoh, something that would REALLY come in handy is code that removes some forests from the starting BFC (unless you're elves I guess ) , because a forest locked start is pretty bad. Flavourmod already includes such code for example, alongside with some other goodies like adding marshes, detecting chokepoints for forts, vantage points for towers, and flavourful unique feature locations. it also includes code that adds food resources to food poor starts, however that part needs to be tweaked as it considers plains as bad as tundra so overboosts plains starts ( also imo it shouldn't use livestock resources as animal husbandry is not a tech priority early ) . it could also be expanded to boost production ( by adding hills ) and commerce ( calendar resources I guess ) if needed.
another issue caused by AI settlers moving is that it's far too easy to walk your scout into their empty capital if they settle near the player, which almost feels like an exploit.