Yeah keeping it simple is better. I'll clear out idea for booth road magic vision and road outpost.
Road Magic Vision:
-It gives vision of the tiles the road is built on. So any unit that steps on to your road will be visable. Quite simple realy, that that you can add this: Proximaty warning, for the tiles adjacent to your road you can get a warning icon, a warning icon would be identical for all units that it might be revealing teh presence of. So you know somethign si ther ebut you do not know what it is until it steps on your road.
-Roads should be "capturable", basicly with teh use of magic of your sovering (or heros) you can uncast the magic vision speel of a player ona road and replace it with you own, hence making you the now proud owner of said road. To be able to captuer a road you should have a zone of influence of your own touching the road. (IE, you can't start stealing roads in the heartland of your enemy's terrytory. You'll have to work your way in.)
Outpost: (inspiered from Starbase in Sins and the Ruined tower in LoTR where Frodo got stabed by the Nazgul)
-Outpost can only be built on roads (what do you expect). They can be upgrade by 2 way that I can imagine, first more traditional is a build upgrade your puchase for it that takes time to build and increases defence and so on. Second, more original way is to have it being reinforced with troops, when reinforcing the troops now become part of the outpost (you lose control of them) and the type of troops determines what type of upgrade the outpost gains. (type of upgrade is left to imagination and debate)
-Outpost have a small 360 zone of influence aroudn them that will slowdown any hostile forces traveling throught it. This zone is uncontestable (EI you can claim teh tiles unlest you conquer the outpost) and this zone can not contest teh zone of influence of other players, you will need to conquer the enemies influence via teh otehr means the game has. (Ei you can not build and outpost next to enemy teritory to steal the teritory. It's not a terrytory stealer.)
-Outpost should provide protection for your road vision magic for around double the distance of the zone of influence. (So your roads cannot be stolen right up to your front door.
-Outpost strenght? Dunno how strong these should be but they should not stand up to armies, maybe only small gangs and such. (IE much weakear then the SBs of SINS in tearm of firepower and defence)