My assumption is that there are going to be some recipes that you are more likely to want to use.
Certainly an option for UI improvement. It isn’t too bad at the moment, at high levels it does still highlight what you can craft so your eyes certainly get drawn to what you are looking for.

Also,

Hide sites are done. They give you a bit of power projection from your camp so that the player can reach new locations. You have the NPC construct an improvised shelter about half a day’s travel (90 OM tiles) in any direction your want, you have to be able to see the location, it will reveal a tiny bit of area around it when built (radius 3?). You then give the NPC any equipment you want staged at the location like 2-3 days worth of food and water / sleeping bag / pot / fire drill. Construction is handled on assignment of the mission, not completion (it assumes the NPC heads straight there, probably beating you) which means you don’t have to return the mission before you depart for the hide site.
The long term plan is to use it as a forward staging point so that you can drop all your local loot in the improvised shelter, then when you get back to the camp you will be able to tell an NPC to get all items from the hide site. Being able to bounce off existing hide sites so that you can build new ones even further would be nice. No logpac’s or dedicated personnel so NPCs can only transport the lesser of (2/3) their max carry weight or (2/3) of their max volume + the volume of a simulated makeshift sling (they are on logistics, not combat, missions so they can holster weapons and carry a bag). That’s per trip transport capacity, it says in the trip info screen how many trips (it lists each way as one) they need to move all of the gear. You are paying kcal for companion time so being conservative with trips/gear/loot will be at the player’s discretion.