there's a weird play pattern with tariffs now where you don't actually want to build too much market attraction. you build just enough to keep your own locations in your market, but you often really don't want to pull in other towns and cities from the AI.
basically, pop demand has always been at a premium. with tariffs now you can discourage foreign manufactured goods from entering your markets and keep that demand for your own industries. but once you attract an AI city into your market, their production is inside that protection too. now they're competing with your buildings and driving down your prices, except you don't get their tax base or control what they build.
yes they bring some demand as well but it's always tiny in comparison to the bloat they produce. competing over rural locations for raw materials makes much more sense. otherwise, market protection seems to do most of what you actually want.
the reason i'd call this somewhat unintended is that market attraction is clearly treated as something valuable. there are advances and unique reforms that give it to you as an upside, and part of their value is supposed to come from that bonus. but now that "bonus modifier" can actively undermine the economy you're trying to build.
i'm not saying every market attraction bonus is useless, there are defiantly situations where it's very useful for example when you own a market centre in a colony and want to attract as many trade good RGOs as possible, but in general it feels like 1.4 changed its value quite a lot without rebalancing all the advances and reforms that give it to you as a bonus.
Rant aside, I want to just say a big thank you to the devs because I've been having a blast with tariffs and trade orders this patch after they fixed the trade range bug. the only thing that's missing is the ability to copy paste trade orders XD I probably should have put this at the top, but I was thinking market attraction...