Yeah.. I'm not sure really.
All the high rolls are variable income territories, so are you not being penalised for rolling high? With static income territories you can game the income brackets with certainty, but variable income opens you up to rolling low. And if you do roll low or rack up a huge gambling debt there's then no opportunity to react to that if you have to declare them all. How do Archeotech Hoards work in regard to when do you declare how many dice to roll? Why would you need to declare territories but not foraging (or expanded post game actions in general)?
Thematically I think a reactive system makes just as much sense. The post game sequence doesn't seem to represent a specified time period and I can't imagine the gang workings are on the clock 9-5 affairs. If a gang leader sees the local mine has been having trouble with a buckled cart, why couldn't he order Gunjaw Ironhands to stop faffing around in the drinking dens looking for traders and get his arse into the Chem Pit to make up the shortfall?
Gameplay-wise I don't see having to declare all territories as being any more interesting. It's a single decision compared to something that's more interactive which helps break up the post game sequence rollathon. Is there a particular reason you couldn't extend it to income in general (i.e. rolling for loot counters before territories)?
Most territories don't lose you income, so if I had to choose between 10 credits or D6x10, I think I know which one I'd pick. In the case of running a Gambling Den, it is always a risky business, and wise to prepare for occasionally losing by getting income from other sources. As for Archeotech Hoards, from the way it's written, first you decide how many dice to roll, then you roll them all at the same time. How would a gang know what the strange scrap it's looted from the Archeotech Hoard is worth until the end when it tries to sell it?
The actual time that passes between games is a bit hard to nail down. Due to the constraints of player availability, one gang could have several games in a weekend while another has none. On the other hand, if the time between games was really that flexible, why couldn't a gang just spend twice as long getting income, roll the income twice and go to the trade post twice, or even three times? It's a tricky argument to use in either case.
Foraging suffers from the same ambiguity as territory income. It does not specify in the OCE whether you can send more to forage after you roll for a few. Thematically, I would say it makes more sense to decide first, then roll for all, since you don't know how much any individual will forage until they've spent some time doing it. In the meantime, everyone still needs feeding! Foraging (and working a territory) is not instantaneous. Each ganger invests their post-battle time doing one particular thing, and they won't know the pay-off until the end.
Whatever the decision on how the territory income is rolled, it should probably also apply to foraging. Loot could be the only exception, since you don't need to invest time to get it, you just go to the market after the battle and sell it.