We already moved from “storage units” on items to “liters”, I think abstract numbers are more confusing to new players then references to real world units and concepts. It takes a while to even learn that getting tools of different qualities is quite important, on top of the fact that some have ‘hidden’ uses in being activated beyond their qualities (saw through metal bars or cutting wire fence).
I’m in favor of showing current tool levels within crafting range (and what is providing it) on the inventory or @ screen whenever it is open, so players see that having “0 screwdriver” “0 hammering” is something they should work to increase.
Fragile tools that break up in being used would be a good addition, much like improvised lockpicks.
So tools could have a 1-5 tech level that mean something:
Primitive, Makeshift, Standard, Professional, High Tech
And added qualities like
Fragile - Shows item health at all times in inventory screen and can degrade
Powered - Requires a number of charges to maintain tool qualities
Fast - ‘X’ bonus, Reduces time in crafting for some crafts and other uses.
Rough - Potential to cause damage to objects it is used on (ex: rough bolt turning damaging tires, rough screwdriver damages 2x4’s)
So chainsaw would be powered and fast as it speeds up cutting down trees but uses charges (fuel or batteries or whatever). Maybe chainsaws and axes are also fragile (other name?) in that they require sharpening after repeated use.
Higher tech levels could have increasing “Fast” ratings as well or just improve output for something like butchering or % chance for removing CBMs.