I'd imagine this would drive many traditional D&D players crazy. They'd see the rigidity of the concept as incredibly limiting, though obviously it's anything but. Whereas we're usually given a rough population figure, say either 20-80 people or fewer than 20, here we have detailed numbers that dictate a thorp might have anywhere from 3 people to 38, accounting for things that might exist. No river, no dock, no mill. No trees, no sawpit, no woodcutters. Hell, no farming, no anything, except perhaps a well. One that's natural, of course. No point in sinking a well if there's no one around to draw water.
Everyone has a reason to be here. Thus, if the players are here, they know what those reasons are ... and the very nature of the thorp defines what benefits the players might derive. They can barter for food here. They might be able to catch a boat here. They can get a sack of grain turned into a sack of flour, all at rates far below city prices. The party can make arrangements to bivouac here with their tents, more assured than usual that they won't be harassed. They can make friends here; find a servant here, if there's a youngster older than 14 who's desperate to get out and see the world, all moon-eyed at these players who've been to the big city.
It's a useful place. And they're scattered all over. If I go back to the original sentiments for this blog, it's a place that offers the players the opportunity to build something. Not that they should assume the locals are pushovers, just because they're isolated. Any one of these might be an ex-soldier, whose seen and done things the party hasn't yet. It's not a good idea to push around strangers. You don't know where they've been.
For me, I like seeing the hammer concept come together. Collect the individual parts, fold them together and create a thorp. Collect more parts and make a hamlet. Collect more and make a village. Keep going, right up until we're building palaces.
Hope I can do that. Some of these descriptions are really going to tax my imagination.