We'll definitely see the classical craftsman with a shared workshop/ living area. Travelling merchants have always been in IE games and so I'm certain they'll also be in P:E.
I'd be pleasantly surprised if most trading was tied to factions (with discounts based on rank), and this would figure into your choice of allies.
And for the love of god, no 'real' trade between specific merchants or regions. I'm going to use dat phrase, "IN NO GAME I'VE PLAYED WAS THIS EVER FUN".
Hmmm... although I agree that it's safe to assume we'll see NPCs that fit a variety of merchant archetypes- if that's what you mean- this poll was more related to the capacity in which PCs can fill the merchant role. In most RPGs I've played the PCs are restricted to the smooth-talker/haggler approach to business, and the party is just as well off selling their stuff anywhere as long as they have their "supernatural speechmaster" handle the transaction. I find this very generic and dubious, and the only exception is when all the general stores offer worse prices than specialized shops, which is still a bit shallow in my opinion.
While I do prefer faction-specific favor over a global morality meter, I hope that the faction system isn't too formalized because that feels a bit contrived and inauthentic to me. It tends to end up creating black-and-white scenarios of "friendly faction/enemy faction" and often your character's faction affiliation becomes known by all NPCs without any explanation. It's as if you're walking around wearing a badge, except you're not. So for that reason, I'd lean toward avoiding general faction-wide discounts and "Hail, fellow [faction name]!" scenarios. Discounts from individuals that your character has actually interacted with is one thing, but discounts from your guild/brotherhood/whatever just seem generic.
Hence, I suggest alternative methods for adding depth to mercantile gameplay, such as those listed in the poll. However, I'm not really sure what or which you are referring to as "real", since situations like this are cases of multiple degrees of "realism". For me, simply transferring the treasure haul to the party's high-charisma, designated loot seller and simply clicking away has never been fun, so I see this as an opportunity to make things more interesting, without necessarily simulating an entire economy.