I sincerely doubt you want to see 1 big table for all that. A collection of smaller tables, sure; but not one big one.
Actually, this would be hard to do because a lot depends on the DM's vision of the world.
Using the setup in A Magical Medieval Society, for example, you could expect a small settlement (Thorp, Dorf, or Village) every mile or so and a Town (or larger) every 5 miles or so. At least, that is how I read AMMS:WE. Personally, I would expect that to be true along roads and rivers. It would become less true as you moved away from them, into "less developed" areas.
On the other hand, places like the Forgotten Realms tend to have large towns or cities much more separated, with more wilderness between them.
My approach in planning journeys now is this:
The journey is broken into "legs". Each leg is the distance to the next major marker (town, campsite, dungeon, whatever). For each leg, [Travel Time Days] = [Distance in Miles] / [Slowest Daily Move Rate] + 1d3 (for minor hazards, travails, inconveniences, etc.) + any time lost to random encounters
Note that packing enough grain to feed warhorses for more than a day is problematic. You start needing extra horses just to carry feed for your regular horses (I go by the 'warhorses can't get enough nourishment from cropping grass' 2nd Ed rule; YMMV). Of course, magic helps a lot in this regard, but that means 1 more spell you won't have if attacked.
What I would like to see is a good list of "on the road" things to do in town. A couple of starters:
Horses re-shod
Spell component pouch re-filled
Expensive components replenished
Rations re-stocked
Ammunition re-stocked
Armor and Weapon damage repaired (depends on the skill of the craftsman, of course)
Bathe
Laundry
Clothes mended/replaced
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