I was under the impression 35 was the total damage, not base, which brings the wooden greatbow to an actual damage of 49, assuming the player is using the top-craftable metal broadhead arrows. (Not sure how that converts to 80+ in practice, but it’s likely a damage bonus from a good-hit, a byproduct of only using it at a couple of tiles range.) Above what it should be for a 210lb-ish bow, but not hugely. Seems too much damage is attached to arrows themselves, but that’s not a surprise to me.
Making a 210lb longbow wouldn’t be overly difficult if you can already make a longbow, since a good portion were around 140lb for military usage, and some even reached or exceeded 215lb.
Which isn’t to say making a longbow is overly easy. As far as construction, the current recipe for the longbow/greatbow is laughably easy and I already have plans to fix that.
As for comparisons to starting with 18 strength/melee damage scaling, it seems these are issues with the game itself and not the greatbows.
A measly +0.5 damage per point of strength seems far too low, but you could argue that most weapons are designed around a particular strength bracket and exceeding that in their use would break them, especially things like the wooden spear. Greathammers and Greatswords for 18-strength characters could be a lot of fun.
Starting with superhuman strength (by the design doc, with 14 being “a realistic world class human”) with no traits, mutations, or real consequences is exceptionally weird. Having pitiful dexterity and perception having no drawbacks seems either exaggerated or unbalanced in and of itself.