I didn’t say it was. Different poundage bows exist, as do some that are swappable. If I went for the swappable solution then the modern bow types would be swappable while the primitive types wouldn’t. It just has the disadvantage of causing some unnecessary bloat.
I like the gunmod solution because it means I only have to make a handful of bow bases and a dozen or so limb mods, as opposed to 60 or so individual different bows. Makes the math a bit easier, etc. I’m not 100% certain it would be more accessible to players, but it would substantially cut down on crafting list clutter and won’t make any difference to people once they notice the limb mods, and I’d write them into the description so it’s obvious.
I think both implementations (swappable or not) make sense, just one is way harder to implement and the other gives less short term options to the player. That said, I don’t know why anyone would need multiple different poundage limb sets for their bow.
I could meet halfway and do a set of modern, swappable limbs that can go on modern risers and a set of primitive irremovable limbs for primitive bows…
Then again, it might be sufficient to just have high, medium, and low poundage versions of all bows. It wouldn’t give the depth and loveliness that specific poundages has, but it would be a substantial improvement over the current setup.
EDIT: New thought: I could avoid most of the weirdness by giving all bow recipes a byproduct, something like “Unfinished Limbs”. I could give it a description explaining what to do with it and have it as the material for the poundage mod. That way people are told what to do to finish their bow AND can’t sit there and make 30 "10lb bow limb"s out of nothing.