I've been reading the new feat's text, and it struck me as really, REALLY lazy way to bring people to the stones.
The shining bright issue with the feat itself is not bringing people to visit other people's streets (and not only those with a hundred or so herb plots) but making it a chore, a big repeating click-the-square robotic chain.
The bonus for using different stones is ridiculously low and doesn't really push anyone to make those 5-6 blocks to the next stone when they could be making twice as much points in half the time by just camping the same stone in and out over and over.
Changing this now is pointless, BUT:
Let's say there are hundreds of different stones (200 for this example, i don't have the exact number so i'll be speculating wildly) and the perfect balance would be players using half of them, while still visiting at least 5 people per stone, there are several ways to do this
1) Cumulative bonuses on the stones. Each stone you use gives you 1/0.5 more bonus points than the previous one. This might be a bonus that is given after a certain amount of visits at the rock, just to be sure it's not a hit-n-run style point robbery
2) Bonus points pro-visita after a certain amount of stones have been used.
3) Giving a large amount of "uses" to the stone, then not giving point after a large amount of visits, forcing the player to move out and seek another stone (isn't as bad as it seems, having to move a couple of blocks over after 200-300 visits)
There are and were a lot more ways to make this feat a little bit more dynamic instead of being a campfest. On the other hand it is true that adding these incentives/challenges wouldn't make it any better overall. Just my log(1.020201340026756)