I agree with a lot of what the OP is saying and I’ve written about it around here plenty.
Even simple things like the change to the book reading UI sometimes leave me thinking “WTF?” I have a fertile imagination and I can’t remotely imagine why there needed to be a popup when reading so somebody could elect to read one chunk of a book (vs just reading and hitting numpad). I can’t imagine a whole lot of people wanted this and the number of people adversely affected by this has to be much larger. Not to mention, if reading must have a popup and two step process, at least make the hotkey for reading the whole book be “R” so we can spam “R+R” and not hit the almost never used number keys.
There’s a good thread here about the multitudes of things about this game that are unrealistic - and that’s fine it’s a GAME and IMO, gameplay and fun should always come first. Hints and suggestions of realism are great and the way this game usually abstracts realism tends to work amazingly well. I’d agree that some recent changes - what I call selective realism - have hurt more than helped the game’s gameplay and fun factor. Making one of many game systems hyper-realistic vs the normal abstraction level just adds tedium for no good reason. Time sink != challenge. Ever.
A lot of great things have been added to the game over the same time span too.
I think my number one problem in all of this is that it’s supposed to be an “experimental” thing and experiments CAN fail. The things that get jammed in that many reply negatively to never get removed. At worst things that end up being disliked by 50% or more of players could/should be made into mods or optional (if possible, which isn’t always feasible).
I’m a developer too and even when I have a good idea what my people want, they sometimes don’t like what ends up after coding, and I have to fine tune it, change it, figure out what they really thought they wanted, deactivate it til they pull their heads out, or remove it. Life isn’t perfect and as highly as I think of my own coding, I’m not perfect. As a dev you need to have thick enough skin to be able to handle criticism of your work and be ready to change or scrap it sometimes. When someone doesn’t like my code I can’t just grab my toys and go home, I have to deal.
In a situation like this game where there are seemingly a lot of dev hands in the pie and a lot of things getting thrown in, there’s a good chance some things won’t fit - and it should be ok to remove those things rather than just say, oh well, so and so put a lot of effort into this and we’re keeping it even if it sucks. Experimental/alpha/dev whatever you want to call it should be about iterating and figuring out what works.