Limited hauls is a different style of play Untamed. i played No Hauls which isn't exactly the same but the world settings made it similar in a way (half price packets / coins will be missed in this world later I think [but thats not the point now]). So bearing in mind i'm drawing comparisons and not speaking from a direct experience of w11 these are my thoughts.
Playing this world will improve everyone's start up technique. This is because when your resources are limited you have to carefully consider build orders. Building in the correct order is one of the advantages that some players have during start-up. Yes farming is often the main advantage but build orders should not be forgotten as well, indeed building correctly separates the best, many people are good at farming - only a limited amount can farm well and know what to build and when to build it. So playing a world like this makes you really think about what and when your building. You may get it wrong - but that's experience and it's an experience you can't write of with a stock excuse - "well those players doing better are co-played / have no life, have better farming areas" etc. You will then be able to draw on that experience on a later world and combine your farming skills with carefully considered building.
You have to find new ways to get an edge. I used my market for this, I traded excess resources for a profit - small potatoes compared to what I could have gotten on a full on farmin world - but all the same resources other accounts weren't getting that I was this put me ahead. That's another way the game changes - little things like that can give you the edge that farming did.
Troops, you can only farm so much, there's always been the tribal wars adage "troops not doing anything are wasted troops" the point behind the saying is that troops are your edge in this game they are what you use to win whether by increasing your economy or taking down your competition. But on a limited hauls world - more troops does not necessarily mean more income - indeed more troops may be putting you behind. Which is radical to someone who has played for a while.
So in essence the rules have changed - the way to play is different. I had 200 scouts and no troops until I was finishing my smithy on no hauls. Later I was 1st to an ODA milestone. I had to completely re-think when to start building troops. I found that very interesting - every pit increase was a gamble - the longer I held off building troops the stronger my troop building potential became - on the other hand the longer I held of building troops the more vulnerable I was to foreign attack.
What was fun for me about no hauls was that it was a game I knew - but I had to re-think how I played it - I wasn't just going through the same motions that I do on every other world. I had to think. Ask my friends what they were doing make new decisions for scenarios I had came across time and time again - but this time my call was different to how I would normally go. I found that fun and fresh.
But I didn't alter my game to radically - i still nobled a player first mwah - they still (mostly) build better than barbs - certainly they build faster!
My point I guess (if I have / need one) is to take what you know about tribal wars - what you learned and re-think it come up with new strategies and see where old ones can still be used. It's an experience to play a different world and however it pans out you will take something from it.