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I assume you mean Crops when you say Trade Materials?
House locations dont matter, the settlers never visit the houses, so location is completely irrelevant, they do not interact with them AT ALL. So you dont even need them to be on roads or anything.
1. Summoning the trader is a HUGE resource, as you mention. It does, however, scale in cost, and can save games later in the run too. If you need to use it, slam that button with no regrets, but don't hit it just for a minor quality of life boost.
2. Sometimes it's better to run 0 builders for much of year 1. If you're always surviving the year 1 storm, it can be better to just run max lumberjacks +/- another camp.
3. Don't open glades until the first set of orders comes in - they super often include open X glades, which can be super easy if you have a couple primed and ready.
Great guide though! As a general build order, it'll lead to a totally playable early game!