Telling me what I need to do tends to come off more as insulting than helpful.
I’ve ground for stuff in Metroidvanias and I know that’s a pain, so grind-gating isn’t something I aim for. Made a point to try minimizing that where there’s any reasonable way to do so (mutagen recipes are tough to make widely available, unfortunately).
On enforcing caps on how many of X (skills, bionics, etc) one can have, I’ve opposed that thanks to a rotten time in GearHead2. There, characters were strictly capped to just enough skills to be a competent fighter and have one (1) hobby skill. If you wanted to try some other hobby, well, feel free to start a new character and grind that one up.
Until and unless one can have NPCs help pick up skills that the PC doesn’t have, I’m opposed to preventing chars from being able to do everything competently.
[hr]
Alpha serum is already probably the most involved thing in the game to craft. Complexity is not the issue. Bird eggs seem to be a limiting grind-factor and perhaps they could be made more common.
Someone wanted mutations wrapped into all-mixed a while back, and I opposed that then as it removed any sense of gaining something good or bad (devaluing Robust Genetics in the process). I’m still fairly opposed to that now, as it makes mutation rather similar to bionics and trivializes the difference. I’ve shifted the balance significantly toward payoff, rather than loss, but I’ll agree that it’s a gamble.
Thing is, that’s where I want it to be. Using alien/nether parasitism to alter your biology & neurology should not be an easy, predictable, or safe thing to do. Bionics are the human solution: safer, more predictable, and comes in handy labeled cans, but takes skill to make (where possible) and significant skill to install. Mutation takes (significant, for the good stuff) skill to make, but can be found, and takes no skill to use. Its label is at best a guide, not a guarantee.