Bad idea. As this thread shows - survivors are highly mutable. Are you going to provide them with “wings slots”, “tail slots”, more slots for their “Huge”-ness, more “arm slots” for “8 tentacles” and so on?
Making player powerless is always a bad idea. Let’s see…
That’s just silly. Why would anyone (from in-world perspective) design something that cannot be repaired? Far better solution is to require more advaced tools for restoration of more advanced tech.
And into what they must be transmuted by our resident fullzombiehulk alchemists? Into plastic bags of chewing candy?
Ans this is. Worst. Idea. Ever. At the end of the day crafting is what fuels scavenging: you scavenge resources to make tools, then scavenge another resources and use that tools to make more advanced tools (and useful items) and so on.
What you are proposing is exactly what turns rougelike into MMORPG - grinding vast number of entities for desired drops. Only here you would have to grind locations mapgen throws at you instead of mobs local spawners throw at you in MMO.
It would be better to make (some of) the current content require more complex and advanced player actions to obtain; not “tougher” as “you must pray harder to RNGod to gain this”.
And what is the problem with that? Isn’t it realistic, actually?
Then those critical failures and critical successes should also be dependent on skills, like pretty much any other rolls (shooting, hitting, butchering etc.). Otherwise this would simply be an invitation to more extreme grind. Grinding is the result of randomness, it cannot be fought by changing parameters of randomness, only by reducing it, making it more controllable.