I would say not to confuse "draconian" with "puritanical." There are many real-world locales with laws some consider draconian where imbibing, even drunkenness, are esteemed, if not outright enshrined.
The fluff I've read about Talabheim even mentions the contradictory nature of the laws. What seems to be enforced are really draconian penalties for breaking laws - likely for public spectacle; likely to help divert attention from the true state of the city.
In any case, I did decide to drop the flogging rule. As hero rightly pointed out, it would be too easy to forget, and in my analysis I'd even tagged it as a rarely-used rule.
With this warband (unlike the Blood Theatre Troupe), I purposefully copied and did not change source material, and I stand by the Priest of Taal as-is in this matter. Sure, he's got many skill lists, but since he has spells to consider, he won't have the opportunity to take all that much advantage of the skill lists. Honestly, he's the only true added strength to this warband. Yes, swapping out Swordsmen (WS4 with Expert Swordsman) for Ruffians (WS2, Drunk, no missile weapons possible) could be an advantage in some cases, but that WS2 will often hurt (Drunk is only a situational advantage, whereas a significantly lower WS is a near-global disadvantage).
After mulling over the warband for quite a while now, werekin has convinced me just to let The Horned Hunters play in the ruins. They're not there to hoard the wyrdstone (any more than the Witch Hunters are) - I'm sure they're there to reclaim and cleanse the land... They wouldn't get the advantage of Woodcraft, and perhaps I'll take the cue from Myntokk to re-target the heroes' Hatred.