Surely the role of the Kingdom Modules is to provide the big picture scaffolding within which GMs can create their games. The court, nobility and the churches are the tapestry against which player-level events happen. What a 'Kingdom' has to do is give a flavour of the place but most importantly develop lots of potential plot hooks ... and just plots ... against which and within which players can act.
I don't think a Kingdom Module can cover the sort of cultural issues being sought above; certainly the original ones didn't even attempt that. You got a very broad brush view based on their history and the nature of the churches that prospered and the Gm was left to make of the rest what (s)he would.
The new Kingdoms have added detail to the tapestry but they are what they are - a snapshot of current movers and shakers and their relationships. We're not writing real history here - we're contributing to a well developed gameworld designed - I hope - so that GMs and groups of players can have fun in it. There are caricatures galore and power blocks to influence, and risk being crushed by. Enjoy it for what it is ... or write the social and cultural studies articles yourself as 'Rethem 69+'.
The adventures and supporting articles posted as Peran:Heart of Darkness (http://www.lythia.com/2010/12/heart-of-darkness/
) and Afarezirs: Root of All Evil (http://www.lythia.com/2011/05/afarezirs-the-root-of-all-evil/
) gave me a chance to flesh out some cultural details hinted at in theKubora, Peran and Afarezirs articles. Some of you will like the direction I take with them, some of you won't. Equally, some of us will lap up Rethem 69+, others will see it as too constraining and 'not in the spirit of my pHarn'.
This is, though, a remarkably democratic community. By writing even a single page of additional material you influence the whole. Canon will never fill all the gaps, and nor should it. Take the questions posed in this thread and go write the answers. They can never be the 'right' answers because we all have a different view of Harn; but they will contribute to shaping the answers me come up with when we need to in our games.
Think of the Kingdoms as 'enablers' not the 'final word'.