I will try not to put down anyone`s opinion. I feel like survival aspects are being neglected slowly indeed. The game is being transitioned into an open-world, tower defense, voxel game with RPG elements, with rather early attempts at relatively polished shooter mechanics. I don`t want to bite the hand that feeds (me/us) with content. My biased lensing solely involved.
Air-drops usually do not contain anything of value most of the time. There is no higher stake at obtaining them, I believe, that's the main problem.
I disabled loot respawn myself. There is already an additional reward after scoring the trader's mission.
In my solely biased perception, one of the small problems among many issues is a class system. Currently, going through the main unlock gate in Intelligence is obligatory for stronger potions. One main progression gate means less hassle if done right and ultimately makes this proposal within a grasp.
I never liked the candies mostly as a concept because sweets add a complete arcade feel to the game in my opinion. Simply put, buff on top of the other buff seems like taxation scheme on paper. After a brief realization of buffs, and their significance, I got used to them naturally. It`s not my cup of tea since I play from A11.
That`s one hardcore change here

. I`m completely lost with that one. I never liked stockpiling dozens of different cans, which simply left me with mixed feelings.
Painkillers should bring relief to a pain (faster movement after serious injury, no blurry vision effect with concussion as someone mentioned above) instead of refilling the health bar.
Such abilities should be available in late mid-game or something.
Better not to mention anything about dukes. I`m gonna get charged with ideological subversion and domestic terrorism represented in heavy number of dislikes, if I ever attempt again.
Kinda OP at least in theory to find the cornfield in the early game, harvest all corn, and then keep a stockpile for later by yourself. In real-life, such event makes sense.
I`m for that at some point. Mostly as an optional feature or in higher difficulty level, Warrior and above. I used to be with the many ones, who demanded no penalty after death. Only to get more rookies into the game. So, please don`t aim at meee.
I got lost with breadcrumb trail. I would like to have a map with a flamaster, so I could draw on it like in freaking Paint. No idea.
Leaving the mission zone cancels the action as we all probably know. So what`s the matter?
Strong emphasis on this perk makes in my view this game more arcade? I am not entirely sure by myself...
Sounds good at first glance. But, in reality the game will become more grindy, if that`s what You aim for.
I`m completely ignoring note quests. Treasure maps have to be even scarce and contain a real deal stuff inside, barely available in Forest biome.