Back to your mod, is there any possible way to better intergrate the "-scenic travel" option? It is the only part of this and the Silt Strider mod that I find out of place.
If you mean using the dialog refusals to access the travelling options via the standard travel topic, it would complicate things a lot (I tried, dialog refusal does not work well with choice; I don't know if last MCP option could help, but it would require MCP and I'd prefer it to work even without MCP installed) with no real advantages IMO; you would still have to click something/somewhere else to choose if you want a standard teleport-like trip of a scenic trip, so the only difference would be to have standard travel topic on top right and a button/topic apperaring somewhere else after service refusal instead of having both standard 'travel' topic on top right and '-scenic travel' topic near the top right (depending on other mods loaded) like present situation.
I you mean a different kind of integration, for instance making more plausible/explaining in game why you have a caravaner on port and another one carrying you around (which is due to complexity reduction (how many different heads could have the caravaner mesh?)/compatibility with other mods in reality), I am open to suggestion, at the moment you role play it as you see fit (he is a employee of the land caravaner, he is a free lance caravaner ready to start the trip with first client...)
Also, I would be interested to see a map of all the routes, I wonder if there would be a way to automate the creation of that.
If you mean http://www.uesp.net/wiki/File:FullMap_TravelRoutes.png, it should be like standard routes.
If you mean detailed routes (follow that canol, turn east, turn north...), for speed (one script running)/simplicity waypoint coordinates are hardcoded in the strider/gondolier script, there are invisible static markers in the mod to ease finding/testing waypoint coordinates, but they are just for aiding copying/pasting coordinates and could/will be stripped from the mod when it is stable enough, the real thing is in the script.
Simpler thing maybe would be extracting/exporting from the relevant (ab01gondXXScript, ab01striderXXScript...) script source the coordinates used in the Face X Y commands for each route.
I don't know if it makes sense trying to automate (for instance using tes3cmd regular expression parsing on .esp,) or copying/pasting from the scripting source code in Mash .mws format, probably the second way is not automatic but more feasible.