I've done several changes to holdings in RoE II; to make them a bit more different, and to tone down the over-powered law holding. Law is still mighty powerful, but slightly less so now.
Law: RP, Collection of taxes (but taxes are now lower), ignore prosperity penalties, applicable to many domain actions
Temple: RP,GB, Spellcasting for divine spellcasters
Manor: RP, GB, levy
Guild: RP, GB, cheaper trade holdings, bonuses to trade holdings
Trade: GB, benefits from guild holdings in same province, can't be fortified
Source: RP, spellcasting for arcane/primordial spellcasters, can't be fortified, can't be interferred with by mundane means
Each holding is now more balanced (guild + trade must be seen together) and has a distinctive 'personality' while remaining fundamentally similar in how they work (simplicity and elegance)