Thoughts and suggestions:
1: Spawns serve a purpose as a way to get XP without going into a full-fledged war (which may or may not be tougher.). As such, they are necessary.
2: When you do not want that, there should be a way to suppress it - I'm thinking put an army on patrol and its move radius will be a sort of 'secured' area where monsters can't spawn.
Optionally, make some of the treasure areas places where monsters spawn, and you can choose to let them grow (and possibly increase the value of whaterver item's in it) or cut them down, depending on wether you want that item now or a better one later, and/or want to kill the creatures for XP or remove the threat to caravans.
Lastly, it is not THAT difficult to expand influence to a point where spawns are not a problem.
About tougher caravans: You can't even fight them, the option is automatically 'auto battle' or cancel. TOugher or not, they'll still be automatically killed.
With that said:
How does the new damage calculation work? I notice that it seems like it works something like this:
Squad of 4 archers w. longbows (6 attack) get 24 attack value total. This is 4 attacks of 0-6 damage against individual armor; against 8+ armor or so, damage is rare.
However, and this is the bit I think must be wrong, it seems that as unit figures die, it becomes 3 attacks of 0-8 damage, 2 of 0-12, and finally 1 of 0-24, so, with one figure left it's exactly the same as the change was supposed to fix. I am not SURE it works like that, but it's the only way I can explain that an archer group of 1(of max 3) did 11 damage against a target with 9-ish armor value, while consistently doing 'miss' damage when a full group against less-armored targets.