Our game is standalone with 3D graphics and a lot of stuff going on while Europe 1400 is about buying diamonds to be a serious threat for your enemies. 
Seriously, I played Europe 1400 and it's just another browsergame with some nice Guild 2 renderings as background. Kontor is no browsergame so it would be hard to even try to make it similar.
I couldn't agree more. I have been following TG2 and Cultures II (which is another game that was produced by JoWood) and I have really loved both games for their innovative concepts and the fun I have playing them. However there was no sequel to the Cultures II game, until I found their sequel, the online version. Browser game, well like all browser games, it's interesting the first few hours, but aftwards it just becomes this boring routine: log in, do x y z, remember to login again before lunch and after dinner, and then rinse repeat tomorrow, and the day after, and the day after that so that eventually I can outfarm all the other farmers in this game. Sounds like fun right?
A bit more on-topic though, I'm personally a bit worried about this priority queue. For example right now the player has full control, which is nice, I really enjoy that. For example some ennemy goes into politics just a few hours before the vote, and you need him taken away by your NPC guards, or murdered by your employees. And if it becomes a game where you have zero direct influence, it will all feel a bit woozy, and you'll get the feeling (oh ok, I need this now, but I can only order it, I guess it won't complete in time anyway ... great this sucks)
Politics was one example, what about trading, market prices. If you order to sell 20 units at a price of 50, and the order gets executed 3 hours later when the price is down to 40, you're not going to be all too happy either. Yes you could create exceptions for those situations and make it a hybrid game where economical actions (trading, workers in your buildings) are executed instantly and all orders that influence third parties (other players, neutral npcs, etc..) are actually delays to account for this whole murder in the dark, bribe at a bar, etc.. situational events.
Also I'm pretty sure that the chance of bugs occuring will actually be quite a lot higher, not lower. Right now the game operates on a very simple logic, all actions are executed based on simple script logic. Now if you are going to let the AI do the decision making, you get logistical deadlocks, priorities not being recognized properly (which can be very nasty) and a lot of other related AI bugs that come with decision making, and things that it possibly can't account for. Well I mean the Settlers programmers have had 7 chances so far to get it exactly right, I don't even want to know how many years they've been working all together on the games, but they still get the AI deadlocks even in the very latest release.
So on a final note, having thought a little about it, I can see this work. As the Settlers series, Cultures II, and other games use priority based logic mechanisms with the AI doing the execution when the time is right, and you just give the orders. However those games are a little bit different in that there is no invididual control in these games, you rule an empire, not a family. Nevertheless, with the right balance and implementation it could be quite nice.
Regards,
Sir Rogers