Also still think that scouts should be responsible for building outposts, as there is currently no beneficial reason for building scouts. Currently it's pioneer spam and while the cost for pioneers is set about right, you have to build too many of them.
I still think pioneers are too cheap, I can easily mass-produce them and spit out cities and then outposts, the fact that the game is made for city spam "forces" me into this.
And I use scouts in the early game, to locate new city locations, mostly as Magnar though as slave units with scout = awesomely cheap scouting unit.
That said, probably a good idea to make a scout unit upgrade that cant go onto slaves, that enables you to build outposts, instead of forcing that job unto the pioneer which is basically why we cant limit pioneer construction any more, due to them also being the key element in outpost spamming.
I don't like the idea of putting pioneers into outposts to upgrade them, rather Id see outposts be put onto one city, be restricted in the amount of upgrades it can choose, and have some set range from a city it can be placed (13 tiles +1 tile per map size for example). Then if you want to relocate an outposts home city, you will get a list of all cities, or have to click on a city within the said range.
(Also prevents silly outpost grabbing of everything that isn't even remotely near you own territory with either pioneers or worse, Paridens "Outpost Spam" spell 
I would really like to be able to redistribute where my resources are located as per "Bingjack's" suggestion, meaby I need to contruct a trading post in the city most close to the resource, or the outpost controlling the resource, but I had 1 city with 12 material due to it having 4 clay pits nearby and being 4/4 in itself... I dont think im EVER going to need 12 material in ONE city compared to sending out 1 clay pit resource to each of my cities with 2 in base material.
Sincerely
~ Kongdej